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

# p0 background
0 = {
	0 = { # castle 1
		factor = 1
	}

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

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

	3 = { # forest
		factor = 1
		modifier = {
			factor = 0
			location = { 
				OR = { 
					region = nirn_atmora
					region = nirn_akavir_kamal
				}
			}
		}
		modifier = {
			factor = 0.01
			is_nomadic = yes
		}
		modifier = {
			factor = 10
			is_tribal = yes
		}
	}

	4 = { # bed
		factor = 100
		modifier = {
			factor = 0
			is_alive = yes
			NOT = { trait = incapable }
			NOT = { trait = infirm }
		}
		modifier = {
			factor = 0.001
			OR = {
				death_sacrificed_trigger = yes
				death_reason = death_battle
				death_execution_trigger = yes
				death_reason = death_dungeon
			}
		}
		modifier = {
			factor = 0.02
			trait = infirm
			is_alive = yes
		}
	}
	
	5 = { # tavern
		factor = 100
		modifier = {
			factor = 0
			NOT = { 
				OR = {
					trait = drunkard
					trait = hedonist
					trait = lustful
				}
			}
		}
	}
	
	6 = { # military camp
		factor = 100
		modifier = {
			factor = 0
			OR = {
				AND = {
					is_alive = yes
					in_command = no
					NOT = { has_job_title  = job_marshal }
				}
				AND = {
					is_alive = no
					NOT = { death_reason = death_battle }
				}
			}
		}
		modifier = {
			factor = 0.02
			has_job_title = job_marshal
		}
	}
	
	7 = { # Dolmen
		factor = 5
		modifier = {
			factor = 100
			is_alive = no
		}
		modifier = {
			factor = 2
			is_priest = yes
		}
	}
	
	8 = { # Gallows
		factor = 5
		modifier = {
			factor = 0
			NOT = { trait = cruel }
			NOT = { trait = impaler }
			NOT = { death_execution_trigger = yes }
		}
		modifier = {
			factor = 20
			OR = {
				trait = impaler
				death_execution_trigger = yes
			}
		}
	}
	
	9 = { # Church
		factor = 100
		modifier = {
			factor = 0
			OR = {
				is_ruler = no
				is_theocracy = no
			}
		}
	}
	
	10 = { # Desert
		factor = 5
		modifier = {
			factor = 0
			OR = {
				location = { 
					NOR = {
						region = nirn_akavir_potun
						region = nirn_tamriel_anequina
						region = nirn_tamriel_hammerfell
						region = nirn_yokuda
					} 
				}
			}
		}
	}
	
	11 = { # Steppe
		factor = 1
	}
	
	12 = { # Ocean w ships
		factor = 10
		modifier = {
			factor = 0
			is_patrician = no
		}
	}
	
	13 = { # Muslim interior
		factor = 1
	}
	
	14 = { # Harem
		factor = 1
		modifier = {
			factor = 100
			OR = {
				trait = lustful
				trait = hedonist
			}
		}
	}
	
	15 = { # Muslim interior 2
		factor = 1
	}

	16 = { # Mongol camp 1
		factor = 1
	}

	17 = { # Mongol camp 2
		factor = 1
	}

	18 = { # Papal palace
		factor = 100
		modifier = {
			factor = 0
			NOT = { has_landed_title = d_eightdivines }
			NOT = { has_landed_title = d_ninedivines }
			NOT = { has_claim = d_eightdivines }
			NOT = { has_claim = d_ninedivines }
		}
	}

	19 = { # Muslim mosque
		factor = 100
		modifier = {
			factor = 0
			OR = {
				is_ruler = no
				is_theocracy = no
			}
		}
	}

	20 = { # Pagan human sacrifice
		factor = 1
		modifier = {
			factor = 0
			#NOT = { religion_group = pagan_group }
			NOT = { death_sacrificed_trigger = yes }
		}
		modifier = {
			factor = 1000
			death_sacrificed_trigger = yes
		}
		modifier = {
			factor = 10
			is_priest = yes
		}
	}
	21 = { # Saint Halo
		factor = 0
		hide_layers = { 18 = { } } #Hide layers with special crowns.
		hide_layers = { 19 = { } } #Hide layers with special crowns.
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
	}
}

# p1 hair  --- WARNING! Property 1 MUST be Hair, otherwise the hair hiding helmets wont work ---
1 = {
	0 = { # Completely bald
		factor = 1
		modifier = {
			factor = 0.1
			is_female = no
			NOT = {
				age = 50
			}
		}
		modifier = {
			factor = 0.1
			is_female = yes
		}
		#modifier = {
		#	factor = 0
		#	follows_filial_piety_trigger = yes
		#}
	}

	1 = { # Black Adder
		factor = 1
	}
	
	2 = { # Page
		factor = 1
	}

	3 = { # Synth
		factor = 1
	}

	4 = { # Long Straight
		factor = 1
	}

	5 = { # Long Curly
		factor = 1
	}

	6 = {  # Tonsure
		factor = 1
		modifier = {
			factor = 0
			is_female = no
			is_ruler = yes
		}
	}
	
	7 = {  # Short
		factor = 1
	}
	
	8 = { # Short Curly
		factor = 1
	}
	
	9 = {  # Short Uncouth
		factor = 1
	}
	
	10 = {  # Long Uncouth
		factor = 1
	}
	
	11 = { # Balding
		factor = 1
		modifier = {
			factor = 0.1
			is_female = no
			NOT = {
				age = 50
			}
		}
	}
	
	12 = { # Marine
		factor = 1
	}
	
	13 = { # Mohawk
		factor = 1
	}
	
	14 = { # Mohawk
		factor = 1
	}
	
	15 = { # Mohawk
		factor = 1
	}

	16 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { graphical_culture = argoniangfx }
			NOT = { graphical_culture = imperialargoniangfx }			
			NOT = { graphical_culture = anequinagfx }
			NOT = { graphical_culture = pellitinegfx }
			NOT = { graphical_culture = dunmergfx }
			NOT = { graphical_culture = bosmergfx }
			NOT = { graphical_culture = altmergfx }
			NOT = { graphical_culture = maormergfx }
			NOT = { graphical_culture = orsimergfx }
			NOT = { graphical_culture = ayleidgfx }
			NOT = { graphical_culture = falmergfx }
			NOT = { graphical_culture = tangmogfx }
			NOT = { graphical_culture = tsaescigfx }
			NOT = { graphical_culture = kamalgfx }
		}
	}

	17 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { graphical_culture = argoniangfx }
			NOT = { graphical_culture = imperialargoniangfx }	
			NOT = { graphical_culture = anequinagfx }
			NOT = { graphical_culture = pellitinegfx }
			NOT = { graphical_culture = dunmergfx }
			NOT = { graphical_culture = bosmergfx }
			NOT = { graphical_culture = altmergfx }
			NOT = { graphical_culture = maormergfx }
			NOT = { graphical_culture = orsimergfx }
			NOT = { graphical_culture = ayleidgfx }
			NOT = { graphical_culture = falmergfx }
			NOT = { graphical_culture = tangmogfx }
			NOT = { graphical_culture = tsaescigfx }
			NOT = { graphical_culture = kamalgfx }
		}
	}

	18 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { graphical_culture = argoniangfx }
			NOT = { graphical_culture = imperialargoniangfx }	
			NOT = { graphical_culture = anequinagfx }
			NOT = { graphical_culture = pellitinegfx }
			NOT = { graphical_culture = dunmergfx }
			NOT = { graphical_culture = bosmergfx }
			NOT = { graphical_culture = altmergfx }
			NOT = { graphical_culture = maormergfx }
			NOT = { graphical_culture = orsimergfx }
			NOT = { graphical_culture = ayleidgfx }
			NOT = { graphical_culture = falmergfx }
			NOT = { graphical_culture = tangmogfx }
			NOT = { graphical_culture = tsaescigfx }
			NOT = { graphical_culture = kamalgfx }
		}
	}

	19 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { graphical_culture = argoniangfx }
			NOT = { graphical_culture = imperialargoniangfx }	
			NOT = { graphical_culture = anequinagfx }
			NOT = { graphical_culture = pellitinegfx }
			NOT = { graphical_culture = dunmergfx }
			NOT = { graphical_culture = bosmergfx }
			NOT = { graphical_culture = altmergfx }
			NOT = { graphical_culture = maormergfx }
			NOT = { graphical_culture = orsimergfx }
			NOT = { graphical_culture = ayleidgfx }
			NOT = { graphical_culture = falmergfx }
			NOT = { graphical_culture = tangmogfx }
			NOT = { graphical_culture = tsaescigfx }
			NOT = { graphical_culture = kamalgfx }
		}
	}
}

# p2 base
2 = {
}

# p3 clothes
3 = {
	
	0 = { # Royal clothes 1
		factor = 100
		modifier = {
			factor = 0
			OR = { #Prevent clothes switching on portrait refresh.
				has_portrait_property = { layer = 3 index = 1 }
				has_portrait_property = { layer = 3 index = 2 } 
			}
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
				government = order_government
			}
		}
		modifier = {
			factor = 0
			NOT = { real_tier = king }
			NOT = { real_tier = emperor }
			NOT = { spouse = { real_tier = king } }
			NOT = { spouse = { real_tier = emperor } }
			NOT = { has_minor_title = title_prince }
			OR = {
				culture_group = tangmo_group
				culture_group = tsaesci_group
				culture_group = kamal_group
				culture_group = khajiit
				culture_group = argonian
				AND = {
					NOT = { real_tier = emperor }
					NOT = { spouse = { real_tier = emperor } }
				}
			}
		}		
	}
	
	1 = { # Royal clothes 2
		factor = 100
		modifier = {
			factor = 0
			OR = { #Prevent clothes switching on portrait refresh.
				has_portrait_property = { layer = 3 index = 0 }
				has_portrait_property = { layer = 3 index = 2 } 
			}
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
				government = order_government
			}
		}
		modifier = {
			factor = 0
			NOT = { real_tier = king }
			NOT = { real_tier = emperor }
			NOT = { spouse = { real_tier = king } }
			NOT = { spouse = { real_tier = emperor } }
			NOT = { has_minor_title = title_prince }
			OR = {
				culture_group = tangmo_group
				culture_group = tsaesci_group
				culture_group = kamal_group
				culture_group = khajiit
				culture_group = argonian
				AND = {
					NOT = { real_tier = emperor }
					NOT = { spouse = { real_tier = emperor } }
				}
			}
		}
	}
	
	2 = { # Royal clothes 3
		factor = 100
		modifier = {
			factor = 0
			OR = { #Prevent clothes switching on portrait refresh.
				has_portrait_property = { layer = 3 index = 0 }
				has_portrait_property = { layer = 3 index = 1 } 
			}
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
				government = order_government
			}
		}
		modifier = {
			factor = 0
			NOT = { real_tier = king }
			NOT = { real_tier = emperor }
			NOT = { spouse = { real_tier = king } }
			NOT = { spouse = { real_tier = emperor } }
			NOT = { has_minor_title = title_prince }
			OR = {
				culture_group = tangmo_group
				culture_group = tsaesci_group
				culture_group = kamal_group
				culture_group = khajiit
				culture_group = argonian
				AND = {
					NOT = { real_tier = emperor }
					NOT = { spouse = { real_tier = emperor } }
				}
			}
		}
	}
	
	3 = { # Noble clothes 1
		factor = 100
		modifier = {
			factor = 0
			OR = { #Prevent clothes switching on portrait refresh.
				has_portrait_property = { layer = 3 index = 4 }
				has_portrait_property = { layer = 3 index = 5 } 
			}
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
				government = order_government
			}
		}
		modifier = {
			factor = 0
			NOT = { real_tier = duke }
			NOT = { real_tier = count }
			NOT = { real_tier = baron }
			NOT = { spouse = { real_tier = duke } }
			NOT = { spouse = { real_tier = count } }
			NOT = { spouse = { real_tier = baron } }
			NOT = { has_minor_title = title_prince }
		}
	}
	
	4 = { # Noble clothes 2
		factor = 100
		modifier = {
			factor = 0
			OR = { #Prevent clothes switching on portrait refresh.
				has_portrait_property = { layer = 3 index = 3 }
				has_portrait_property = { layer = 3 index = 5 } 
			}
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
				government = order_government
			}
		}
		modifier = {
			factor = 0
			NOT = { real_tier = duke }
			NOT = { real_tier = count }
			NOT = { real_tier = baron }
			NOT = { spouse = { real_tier = duke } }
			NOT = { spouse = { real_tier = count } }
			NOT = { spouse = { real_tier = baron } }
			NOT = { has_minor_title = title_prince }
		}
	}
	
	5 = { # Noble clothes 3
		factor = 100
		modifier = {
			factor = 0
			OR = { #Prevent clothes switching on portrait refresh.
				has_portrait_property = { layer = 3 index = 3 }
				has_portrait_property = { layer = 3 index = 4 } 
			}
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
				government = order_government
			}
		}
		modifier = {
			factor = 0
			NOT = { real_tier = duke }
			NOT = { real_tier = count }
			NOT = { real_tier = baron }
			NOT = { spouse = { real_tier = duke } }
			NOT = { spouse = { real_tier = count } }
			NOT = { spouse = { real_tier = baron } }
			NOT = { has_minor_title = title_prince }
		}
	}
	
	6 = { # Modest clothes 1
		factor = 100
		modifier = {
			factor = 0
			OR = { #Prevent clothes switching on portrait refresh.
				has_portrait_property = { layer = 3 index = 7 }
				has_portrait_property = { layer = 3 index = 8 } 
			}
		}
		modifier = {
			factor = 0
			NOT = { trait = peasant_leader }
			NOT = { trait = heresiarch }
			OR = {
				is_ruler = yes
				government = order_government
				has_minor_title = title_prince
				spouse = { real_tier = emperor }
				spouse = { real_tier = king }
				spouse = { real_tier = duke }
			}
		}
	}
	7 = { # Modest clothes 2
		factor = 100
			modifier = {
			factor = 0
			OR = { #Prevent clothes switching on portrait refresh.
				has_portrait_property = { layer = 3 index = 6 }
				has_portrait_property = { layer = 3 index = 8 } 
			}
		}
		modifier = {
			factor = 0
			NOT = { trait = peasant_leader }
			NOT = { trait = heresiarch }
			OR = {
				government = order_government
				is_or_was_offmap_power_ruler = yes
				is_ruler = yes
				has_minor_title = title_prince
				spouse = { real_tier = emperor }
				spouse = { real_tier = king }
				spouse = { real_tier = duke }
			}
		}
	}
	
	8 = { # Modest clothes 3 #Fallback
		factor = 10
	}
	
	9 = { # Shady clothes
		factor = 100
		modifier = {
			factor = 0
			prisoner = yes
		}
		modifier = {
			factor = 0
			OR = {
				government = order_government
				real_tier = king
				real_tier = emperor
				AND = {
					real_tier = duke
					any_demesne_title = {
						real_tier = baron
					}
				}
				spouse = { real_tier = king }
				spouse = { real_tier = emperor }
			}
		}
		modifier = {
			factor = 0
			is_master_agent = no
			OR = {
				culture_group = tangmo_group
				culture_group = tsaesci_group
				culture_group = kamal_group
				culture_group = khajiit
				culture_group = argonian
				AND = {
					is_master_mage = no
					NOT = { has_job_title = job_spiritual }
				}
			}
		}
		modifier = {
			factor = 0
			NOT = { has_job_title = job_spymaster }
			is_agent = no
			OR = {
				culture_group = tangmo_group
				culture_group = tsaesci_group
				culture_group = kamal_group
				culture_group = khajiit
				culture_group = argonian
				AND = {
					NOT = { has_job_title = job_spiritual }
					is_mage = no
				}
			}
		}
		modifier = {
			factor = 0
			has_job_title = job_marshal
		}
		modifier = {
			factor = 0
			OR = {
				culture_group = tangmo_group
				culture_group = tsaesci_group
				culture_group = kamal_group
				culture_group = khajiit
				culture_group = argonian
			}
			has_job_title = job_spiritual
		}
	}
	
	# Martial
	10 = {
		factor = 5
		modifier = {
			factor = 1000
			in_command = yes
			is_mage = no
		}
		modifier = {
			factor = 250
			in_command = yes
			is_mage = yes
		}
		modifier = {
			factor = 20
			is_warrior = yes
		}
		modifier = {
			factor = 100 # This ensures that the reverse order check stays matched
			has_portrait_property = { layer = 5 index = 10 }
		}
	}
	
	# Ragged prison clothes
	11 = {
		factor = 1000
		modifier = {
			factor = 0
			prisoner = no
		}
		modifier = {
			factor = 0
			OR = {
				culture_group = tangmo_group
				culture_group = tsaesci_group
				culture_group = kamal_group
				culture_group = khajiit
				culture_group = argonian
			}
		}
	}
	
	#Emperor 1
	12 = {
		factor = 100
		modifier = {
			factor = 0
			NOT = { culture_group = tangmo_group }
			NOT = { culture_group = tsaesci_group }
			NOT = { culture_group = kamal_group }
			NOT = { culture_group = khajiit }
			NOT = { culture_group = argonian }
		}
		modifier = {
			factor = 0
			NOT = { real_tier = emperor }
			NOT = { spouse = { real_tier = emperor } }
		}
	}
	
	#Shady 2
	13 = {
		factor = 0
	}
	
	#Martial 2
	14 = {
		factor = 100
		modifier = {
			factor = 0
			NOT = { has_job_title  = job_marshal }
			NAND = { 
				has_minor_title = title_commander 
				is_ruler = no 
			}
			#NOT = { martial = 12 }
			# NOR = {
				# government = order_government
				# primary_title = {
					# OR = {
						# title = d_knights_hospitaler
						# title = d_knights_templar
						# title = d_teutonic_order
						# title = k_teutonic_state
						# title = d_livonian_order
						# title = e_china_west_governor
					# }
				# }
			# }
		}
		modifier = {
			factor = 0
			AND = {
				NOT = { government = order_government }
				real_tier = duke
				NAND = { 
					in_command = yes 
					has_game_rule = {
						name = martial_headgear
						value = on
					}
				}
				any_demesne_title = {
					real_tier = baron
				}
				# NOT = {
					# primary_title = {
						# OR = {
							# title = d_knights_hospitaler
							# title = d_knights_templar
							# title = d_teutonic_order
							# title = k_teutonic_state
							# title = d_livonian_order
							# title = e_china_west_governor
						# }
					# }
				# }
			}
		}
		modifier = {
			factor = 0
			NOT = { culture_group = tangmo_group }
			NOT = { culture_group = tsaesci_group }
			NOT = { culture_group = kamal_group }
			NOT = { culture_group = khajiit }
			NOT = { culture_group = argonian }
		}
		modifier = {
			factor = 0
			NOT = { has_job_title  = job_marshal }
			is_warrior = no
			OR = {
				NOT = { in_command = yes }
				is_magistrate = no
			}
		}
		modifier = {
			factor = 0
			has_job_title = job_spiritual
		}
		modifier = {
			factor = 0
			has_job_title = job_spymaster
		}
	}
	
	#Mage 1
	15 = {
		factor = 100
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
				government = order_government
			}
		}
		modifier = {
			factor = 0
			NOT = { real_tier = duke }
			NOT = { real_tier = count }
			NOT = { real_tier = baron }
			NOT = { spouse = { real_tier = duke } }
			NOT = { spouse = { real_tier = count } }
			NOT = { spouse = { real_tier = baron } }
			NOT = { has_minor_title = title_prince }
		}
		modifier = {
			factor = 0
			NOT = { culture_group = tangmo_group }
			NOT = { culture_group = tsaesci_group }
			NOT = { culture_group = kamal_group }
			NOT = { culture_group = khajiit }
			NOT = { culture_group = argonian }
		}
		modifier = {
			factor = 0
			NOT = { has_job_title = job_spiritual }
			is_mage = no
		}
		modifier = {
			factor = 0
			has_job_title = job_marshal
		}
		modifier = {
			factor = 0
			has_job_title = job_spymaster
		}
	}
	
	#Mage 2
	16 = {
		factor = 100
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
				government = order_government
			}
		}
		modifier = {
			factor = 0
			NOT = { real_tier = duke }
			NOT = { real_tier = count }
			NOT = { real_tier = baron }
			NOT = { spouse = { real_tier = duke } }
			NOT = { spouse = { real_tier = count } }
			NOT = { spouse = { real_tier = baron } }
			NOT = { has_minor_title = title_prince }
		}
		modifier = {
			factor = 0
			NOT = { culture_group = tangmo_group }
			NOT = { culture_group = tsaesci_group }
			NOT = { culture_group = kamal_group }
			NOT = { culture_group = khajiit }
			NOT = { culture_group = argonian }
		}
		modifier = {
			factor = 0
			NOT = { has_job_title = job_spiritual }
			is_mage = no
		}
		modifier = {
			factor = 0
			has_job_title = job_marshal
		}
		modifier = {
			factor = 0
			has_job_title = job_spymaster
		}
	}
	
	#Priest 1
	17 = {
		factor = 100
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
				government = order_government
			}
		}
		modifier = {
			factor = 0
			NOT = { real_tier = duke }
			NOT = { real_tier = count }
			NOT = { real_tier = baron }
			NOT = { spouse = { real_tier = duke } }
			NOT = { spouse = { real_tier = count } }
			NOT = { spouse = { real_tier = baron } }
			NOT = { has_minor_title = title_prince }
		}
		modifier = {
			factor = 0
			NOT = { culture_group = tangmo_group }
			NOT = { culture_group = tsaesci_group }
			NOT = { culture_group = kamal_group }
			NOT = { culture_group = khajiit }
			NOT = { culture_group = argonian }
		}
		modifier = {
			factor = 0
			is_mage = no
		}
		modifier = {
			factor = 0
			has_job_title = job_marshal
		}
		modifier = {
			factor = 0
			has_job_title = job_spymaster
		}
	}
	
	#Priest 2
	18 = {
		factor = 100
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
				government = order_government
			}
		}
		modifier = {
			factor = 0
			NOT = { real_tier = duke }
			NOT = { real_tier = count }
			NOT = { real_tier = baron }
			NOT = { spouse = { real_tier = duke } }
			NOT = { spouse = { real_tier = count } }
			NOT = { spouse = { real_tier = baron } }
			NOT = { has_minor_title = title_prince }
		}
		modifier = {
			factor = 0
			NOT = { culture_group = tangmo_group }
			NOT = { culture_group = tsaesci_group }
			NOT = { culture_group = kamal_group }
			NOT = { culture_group = khajiit }
			NOT = { culture_group = argonian }
		}
		modifier = {
			factor = 0
			is_mage = no
		}
		modifier = {
			factor = 0
			has_job_title = job_marshal
		}
		modifier = {
			factor = 0
			has_job_title = job_spymaster
		}
	}
	
	#TBD
	19 = {
		factor = 0

	}
	
	#TBD
	20 = {
		factor = 0

	}
	
	#TBD
	21 = {
		factor = 0

	}
	
	#TBD
	22 = {
		factor = 0

	}
	
	#TBD
	23 = {
		factor = 0

	}
	
	#TBD
	24 = {
		factor = 0

	}
	
	#TBD
	25 = {
		factor = 0

	}
}

# p4 beard
4 = {
	0 = {
		factor = 1
	}
	1 = {
		factor = 1
	}
	2 = {
		factor = 1
	}
	3 = {
		factor = 1
	}
	4 = {
		factor = 1
	}
	5 = {
		factor = 1
	}
	6 = {
		factor = 1
	}
	7 = {
		factor = 1
	}
	8 = {
		factor = 1
	}
	9 = {
		factor = 1
	}
	10 = {
		factor = 1
	}
	11 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { graphical_culture = argoniangfx }
			NOT = { graphical_culture = imperialargoniangfx }	
			NOT = { graphical_culture = anequinagfx }
			NOT = { graphical_culture = pellitinegfx }
			NOT = { graphical_culture = dunmergfx }
			NOT = { graphical_culture = bosmergfx }
			NOT = { graphical_culture = altmergfx }
			NOT = { graphical_culture = maormergfx }
			NOT = { graphical_culture = orsimergfx }
			NOT = { graphical_culture = ayleidgfx }
			NOT = { graphical_culture = falmergfx }
			NOT = { graphical_culture = tangmogfx }
			NOT = { graphical_culture = tsaescigfx }
			NOT = { graphical_culture = kamalgfx }
		}
	}
	12 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { graphical_culture = argoniangfx }
			NOT = { graphical_culture = imperialargoniangfx }	
			NOT = { graphical_culture = anequinagfx }
			NOT = { graphical_culture = pellitinegfx }
			NOT = { graphical_culture = dunmergfx }
			NOT = { graphical_culture = bosmergfx }
			NOT = { graphical_culture = altmergfx }
			NOT = { graphical_culture = maormergfx }
			NOT = { graphical_culture = orsimergfx }
			NOT = { graphical_culture = ayleidgfx }
			NOT = { graphical_culture = falmergfx }
			NOT = { graphical_culture = tangmogfx }
			NOT = { graphical_culture = tsaescigfx }
			NOT = { graphical_culture = kamalgfx }
		}
	}
	13 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { graphical_culture = argoniangfx }
			NOT = { graphical_culture = imperialargoniangfx }	
			NOT = { graphical_culture = anequinagfx }
			NOT = { graphical_culture = pellitinegfx }
			NOT = { graphical_culture = dunmergfx }
			NOT = { graphical_culture = bosmergfx }
			NOT = { graphical_culture = altmergfx }
			NOT = { graphical_culture = maormergfx }
			NOT = { graphical_culture = orsimergfx }
			NOT = { graphical_culture = ayleidgfx }
			NOT = { graphical_culture = falmergfx }
			NOT = { graphical_culture = tangmogfx }
			NOT = { graphical_culture = tsaescigfx }
			NOT = { graphical_culture = kamalgfx }
		}
	}
	14 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { graphical_culture = argoniangfx }
			NOT = { graphical_culture = imperialargoniangfx }	
			NOT = { graphical_culture = anequinagfx }
			NOT = { graphical_culture = pellitinegfx }
			NOT = { graphical_culture = dunmergfx }
			NOT = { graphical_culture = bosmergfx }
			NOT = { graphical_culture = altmergfx }
			NOT = { graphical_culture = maormergfx }
			NOT = { graphical_culture = orsimergfx }
			NOT = { graphical_culture = ayleidgfx }
			NOT = { graphical_culture = falmergfx }
			NOT = { graphical_culture = tangmogfx }
			NOT = { graphical_culture = tsaescigfx }
			NOT = { graphical_culture = kamalgfx }
		}
	}
	15 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { graphical_culture = argoniangfx }
			NOT = { graphical_culture = imperialargoniangfx }	
			NOT = { graphical_culture = anequinagfx }
			NOT = { graphical_culture = pellitinegfx }
			NOT = { graphical_culture = dunmergfx }
			NOT = { graphical_culture = bosmergfx }
			NOT = { graphical_culture = altmergfx }
			NOT = { graphical_culture = maormergfx }
			NOT = { graphical_culture = orsimergfx }
			NOT = { graphical_culture = ayleidgfx }
			NOT = { graphical_culture = falmergfx }
			NOT = { graphical_culture = tangmogfx }
			NOT = { graphical_culture = tsaescigfx }
			NOT = { graphical_culture = kamalgfx }
		}
	}
	16 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { graphical_culture = argoniangfx }
			NOT = { graphical_culture = imperialargoniangfx }	
			NOT = { graphical_culture = anequinagfx }
			NOT = { graphical_culture = pellitinegfx }
			NOT = { graphical_culture = dunmergfx }
			NOT = { graphical_culture = bosmergfx }
			NOT = { graphical_culture = altmergfx }
			NOT = { graphical_culture = maormergfx }
			NOT = { graphical_culture = orsimergfx }
			NOT = { graphical_culture = ayleidgfx }
			NOT = { graphical_culture = falmergfx }
			NOT = { graphical_culture = tangmogfx }
			NOT = { graphical_culture = tsaescigfx }
			NOT = { graphical_culture = kamalgfx }
		}
	}
	17 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { graphical_culture = argoniangfx }
			NOT = { graphical_culture = imperialargoniangfx }	
			NOT = { graphical_culture = anequinagfx }
			NOT = { graphical_culture = pellitinegfx }
			NOT = { graphical_culture = dunmergfx }
			NOT = { graphical_culture = bosmergfx }
			NOT = { graphical_culture = altmergfx }
			NOT = { graphical_culture = maormergfx }
			NOT = { graphical_culture = orsimergfx }
			NOT = { graphical_culture = ayleidgfx }
			NOT = { graphical_culture = falmergfx }
			NOT = { graphical_culture = tangmogfx }
			NOT = { graphical_culture = tsaescigfx }
			NOT = { graphical_culture = kamalgfx }
		}
	}
	18 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { graphical_culture = argoniangfx }
			NOT = { graphical_culture = imperialargoniangfx }	
			NOT = { graphical_culture = anequinagfx }
			NOT = { graphical_culture = pellitinegfx }
			NOT = { graphical_culture = dunmergfx }
			NOT = { graphical_culture = bosmergfx }
			NOT = { graphical_culture = altmergfx }
			NOT = { graphical_culture = maormergfx }
			NOT = { graphical_culture = orsimergfx }
			NOT = { graphical_culture = ayleidgfx }
			NOT = { graphical_culture = falmergfx }
			NOT = { graphical_culture = tangmogfx }
			NOT = { graphical_culture = tsaescigfx }
			NOT = { graphical_culture = kamalgfx }
		}
	}
	19 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { graphical_culture = argoniangfx }
			NOT = { graphical_culture = imperialargoniangfx }	
			NOT = { graphical_culture = anequinagfx }
			NOT = { graphical_culture = pellitinegfx }
			NOT = { graphical_culture = dunmergfx }
			NOT = { graphical_culture = bosmergfx }
			NOT = { graphical_culture = altmergfx }
			NOT = { graphical_culture = maormergfx }
			NOT = { graphical_culture = orsimergfx }
			NOT = { graphical_culture = ayleidgfx }
			NOT = { graphical_culture = falmergfx }
			NOT = { graphical_culture = tangmogfx }
			NOT = { graphical_culture = tsaescigfx }
			NOT = { graphical_culture = kamalgfx }
		}
	}
}

# p5 headgear
5 = {
	# Imperial crown/Chaliph turban
	0 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { real_tier = emperor }
			NOT = { spouse = { real_tier = emperor } }
		}
		# modifier = { #If you are Emperor and died without being crowned, you don't wear a crown.
			# factor = 0
			# real_tier = EMPEROR
			# trait = uncrowned # Only on death of uncrowned Catholics/Fraticelli
		# }
		# modifier = { #If you are a living Emperor and are not crowned, you don't wear a crown.
			# factor = 0
			# has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
			# OR = { 
				# has_game_started = yes
				# is_save_game = yes
			# } 
			# real_tier = EMPEROR
			# is_alive = yes
			# OR = { 
				# religion = catholic
				# religion = fraticelli
			# } 
			# NOR = { 
				# trait = crowned_by_priest 
				# trait = crowned_by_bishop
				# trait = crowned_by_pope
				# trait = crowned_by_myself 
			# }
		# }
		# modifier = { #If you are the spouse of an Emperor while not being Empress yourself, and your husband died without being crowned, you don't wear a crown.
			# factor = 0
			# has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
			# OR = { 
				# has_game_started = yes
				# is_save_game = yes
			# } 
			# NOT = { real_tier = EMPEROR }
			# spouse = { 
				# real_tier = EMPEROR
				# trait = uncrowned # Only on death of uncrowned Catholics/Fraticelli
			# } 
		# }
		# modifier = {
			# factor = 0
			# has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
			# OR = { 
				# has_game_started = yes
				# is_save_game = yes
			# } 
			# NOT = { real_tier = EMPEROR }
			# spouse = { 
				# real_tier = EMPEROR
				# is_alive = yes 
				# OR = { 
					# religion = catholic
					# religion = fraticelli
				# } 
				# NOR = { 
					# trait = crowned_by_priest 
					# trait = crowned_by_bishop
					# trait = crowned_by_pope
					# trait = crowned_by_myself 
				# }
			# } 
		# }
		modifier = {
			factor = 0
			is_ruler = yes #Otherwise dead landless Queens don't wear the crown, as they default to nogovernment.
			is_feudal = no
			is_tribal = no
			is_nomadic = no
		}
		modifier = {
			factor = 0
			is_republic = yes
			is_alive = no
		}
		modifier = {
			factor = 0 
			spouse = { is_republic = yes } #Dead wives of Patricians are nogovernment, thus they would wear crowns for being married to a King-tier.
			is_alive = no
			is_ruler = no
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
		modifier = {
			factor = 0
			OR = {
				has_job_title = job_spymaster
				has_job_title = job_marshal
				has_job_title = job_spiritual
				in_command = yes
				#trait = on_hajj
				trait = on_adventure
				trait = on_assassination
				trait = on_diplomatic
				trait = on_tour
				trait = on_mission
				trait = on_pilgrimage
				trait = on_guild
				primary_title = { OR = { mercenary = yes holy_order = yes } }
				#is_master_agent = yes
				#is_master_mage = yes
				#is_master_warrior = yes
			}
		}
	}
	
	# Royal crown/turban 1
	1 = {
		factor = 1
		modifier = {
			factor = 0
			OR = { 
				has_portrait_property = { layer = 5 index = 2 }
				has_portrait_property = { layer = 5 index = 3 } 
			}
		}
		modifier = {
			factor = 0
			NOT = { real_tier = king }
			NOT = { spouse = { real_tier = king } }
		}
		# modifier = { #If you are Emperor and died without being crowned, you don't wear a crown.
			# factor = 0
			# has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
			# real_tier = KING
			# trait = uncrowned # Only on death of uncrowned Catholics/Fraticelli
		# }
		# modifier = { #If you are a living Emperor and are not crowned, you don't wear a crown.
			# factor = 0
			# has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
			# OR = { 
				# has_game_started = yes
				# is_save_game = yes
			# } 
			# real_tier = KING
			# is_alive = yes
			# OR = { 
				# religion = catholic
				# religion = fraticelli
			# } 
			# NOR = { 
				# trait = crowned_by_priest 
				# trait = crowned_by_bishop
				# trait = crowned_by_pope
				# trait = crowned_by_myself 
			# }
		# }
		# modifier = { #If you are the spouse of an Emperor while not being Empress yourself, and your husband died without being crowned, you don't wear a crown.
			# factor = 0
			# has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
			# OR = { 
				# has_game_started = yes
				# is_save_game = yes
			# } 
			# NOT = { real_tier = KING }
			# spouse = { 
				# real_tier = KING
				# trait = uncrowned # Only on death of uncrowned Catholics/Fraticelli
			# } 
		# }
		# modifier = {
			# factor = 0
			# has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
			# OR = { 
				# has_game_started = yes
				# is_save_game = yes
			# } 
			# NOT = { real_tier = KING }
			# spouse = { 
				# real_tier = KING
				# is_alive = yes 
				# OR = { 
					# religion = catholic
					# religion = fraticelli
				# } 
				# NOR = { 
					# trait = crowned_by_priest 
					# trait = crowned_by_bishop
					# trait = crowned_by_pope
					# trait = crowned_by_myself 
				# }
			# } 
		# }
		modifier = {
			factor = 0
			is_ruler = yes #Otherwise dead landless Queens don't wear the crown, as they default to nogovernment.
			is_feudal = no
			is_tribal = no
			is_nomadic = no
		}
		modifier = {
			factor = 0
			is_republic = yes
			is_alive = no
		}
		modifier = {
			factor = 0 
			spouse = { is_republic = yes } #Dead wives of Patricians are nogovernment, thus they would wear crowns for being married to a King-tier.
			is_alive = no
			is_ruler = no
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
		modifier = {
			factor = 0
			OR = {
				has_job_title = job_spymaster
				has_job_title = job_marshal
				has_job_title = job_spiritual
				in_command = yes
				#trait = on_hajj
				trait = on_adventure
				trait = on_assassination
				trait = on_diplomatic
				trait = on_tour
				trait = on_mission
				trait = on_pilgrimage
				trait = on_guild
				primary_title = { OR = { mercenary = yes holy_order = yes } }
				#is_master_agent = yes
				#is_master_mage = yes
				#is_master_warrior = yes
			}
		}
	}

	# Royal crown/turban 2
	2 = {
		factor = 1
		modifier = {
			factor = 0
			OR = { 
				has_portrait_property = { layer = 5 index = 1 }
				has_portrait_property = { layer = 5 index = 3 } 
			}
		}
		modifier = {
			factor = 0
			NOT = { real_tier = king }
			NOT = { spouse = { real_tier = king } }
		}
		# modifier = { #If you are Emperor and died without being crowned, you don't wear a crown.
			# factor = 0
			# has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
			# real_tier = KING
			# trait = uncrowned # Only on death of uncrowned Catholics/Fraticelli
		# }
		# modifier = { #If you are a living Emperor and are not crowned, you don't wear a crown.
			# factor = 0
			# has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
			# OR = { 
				# has_game_started = yes
				# is_save_game = yes
			# } 
			# real_tier = KING
			# is_alive = yes
			# OR = { 
				# religion = catholic
				# religion = fraticelli
			# } 
			# NOR = { 
				# trait = crowned_by_priest 
				# trait = crowned_by_bishop
				# trait = crowned_by_pope
				# trait = crowned_by_myself 
			# }
		# }
		# modifier = { #If you are the spouse of an Emperor while not being Empress yourself, and your husband died without being crowned, you don't wear a crown.
			# factor = 0
			# has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
			# OR = { 
				# has_game_started = yes
				# is_save_game = yes
			# } 
			# NOT = { real_tier = KING }
			# spouse = { 
				# real_tier = KING
				# trait = uncrowned # Only on death of uncrowned Catholics/Fraticelli
			# } 
		# }
		# modifier = {
			# factor = 0
			# has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
			# OR = { 
				# has_game_started = yes
				# is_save_game = yes
			# } 
			# NOT = { real_tier = KING }
			# spouse = { 
				# real_tier = KING
				# is_alive = yes 
				# OR = { 
					# religion = catholic
					# religion = fraticelli
				# } 
				# NOR = { 
					# trait = crowned_by_priest 
					# trait = crowned_by_bishop
					# trait = crowned_by_pope
					# trait = crowned_by_myself 
				# }
			# } 
		# }
		modifier = {
			factor = 0
			is_ruler = yes #Otherwise dead landless Queens don't wear the crown, as they default to nogovernment.
			is_feudal = no
			is_tribal = no
			is_nomadic = no
		}
		modifier = {
			factor = 0
			is_republic = yes
			is_alive = no
		}
		modifier = {
			factor = 0 
			spouse = { is_republic = yes } #Dead wives of Patricians are nogovernment, thus they would wear crowns for being married to a King-tier.
			is_alive = no
			is_ruler = no
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
		modifier = {
			factor = 0
			OR = {
				has_job_title = job_spymaster
				has_job_title = job_marshal
				has_job_title = job_spiritual
				in_command = yes
				#trait = on_hajj
				trait = on_adventure
				trait = on_assassination
				trait = on_diplomatic
				trait = on_tour
				trait = on_mission
				trait = on_pilgrimage
				trait = on_guild
				primary_title = { OR = { mercenary = yes holy_order = yes } }
				#is_master_agent = yes
				#is_master_mage = yes
				#is_master_warrior = yes
			}
		}
	}

	# Royal crown/turban 3
	3 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { real_tier = king }
			NOT = { spouse = { real_tier = king } }
		}
		modifier = {
			factor = 0
			OR = { 
				has_portrait_property = { layer = 5 index = 1 } 
				has_portrait_property = { layer = 5 index = 2 }
			}
		}
		modifier = {
			factor = 0
			is_republic = yes
			is_alive = no
		}
		modifier = {
			factor = 0 
			spouse = { is_republic = yes } #Dead wives of Patricians are nogovernment, thus they would wear crowns for being married to a King-tier.
			is_alive = no
			is_ruler = no
		}
		# modifier = { #If you are Emperor and died without being crowned, you don't wear a crown.
			# factor = 0
			# has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
			# real_tier = KING
			# trait = uncrowned # Only on death of uncrowned Catholics/Fraticelli
		# }
		# modifier = { #If you are a living Emperor and are not crowned, you don't wear a crown.
			# factor = 0
			# has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
			# OR = { 
				# has_game_started = yes
				# is_save_game = yes
			# } 
			# real_tier = KING
			# is_alive = yes
			# OR = { 
				# religion = catholic
				# religion = fraticelli
			# } 
			# NOR = { 
				# trait = crowned_by_priest 
				# trait = crowned_by_bishop
				# trait = crowned_by_pope
				# trait = crowned_by_myself 
			# }
		# }
		# modifier = { #If you are the spouse of an Emperor while not being Empress yourself, and your husband died without being crowned, you don't wear a crown.
			# factor = 0
			# has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
			# OR = { 
				# has_game_started = yes
				# is_save_game = yes
			# } 
			# NOT = { real_tier = KING }
			# spouse = { 
				# real_tier = KING
				# trait = uncrowned # Only on death of uncrowned Catholics/Fraticelli
			# } 
		# }
		# modifier = {
			# factor = 0
			# has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
			# OR = { 
				# has_game_started = yes
				# is_save_game = yes
			# } 
			# NOT = { real_tier = KING }
			# spouse = { 
				# real_tier = KING
				# is_alive = yes 
				# OR = { 
					# religion = catholic
					# religion = fraticelli
				# } 
				# NOR = { 
					# trait = crowned_by_priest 
					# trait = crowned_by_bishop
					# trait = crowned_by_pope
					# trait = crowned_by_myself 
				# }
			# } 
		# }
		modifier = {
			factor = 0
			is_ruler = yes #Otherwise dead landless Queens don't wear the crown, as they default to nogovernment.
			is_feudal = no
			is_tribal = no
			is_nomadic = no
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
		modifier = {
			factor = 0
			OR = {
			has_job_title = job_spymaster
			has_job_title = job_marshal
			has_job_title = job_spiritual
			in_command = yes
			#trait = on_hajj
			trait = on_adventure
			trait = on_assassination
			trait = on_diplomatic
			trait = on_tour
			trait = on_mission
			trait = on_pilgrimage
			trait = on_guild
			primary_title = { OR = { mercenary = yes holy_order = yes } }
			is_master_agent = yes
			is_master_mage = yes
			is_master_warrior = yes
			}
		}
	}

	# Simple golden band/turban
	4 = {
		factor = 1
		# modifier = {
			# factor = 0
			# has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
				# #is_feudal = yes
			# OR = { 
				# AND = { 
					# higher_real_tier_than = DUKE 
					# OR = { 
						# religion = catholic
						# religion = fraticelli
					# }
					# OR = { 
						# trait = crowned_by_priest
						# trait = crowned_by_bishop
						# trait = crowned_by_pope
						# trait = crowned_by_myself
						# AND = {
							# is_alive = no
							# NOT = { trait = uncrowned }
						# }
						# AND = { 
							# has_game_started = no
							# is_save_game = no
							# is_alive = yes
						# }
					# }
				# }
				# spouse = { 
					# higher_real_tier_than = DUKE 
					# OR = { 
						# religion = catholic
						# religion = fraticelli
					# }
					# OR = { 
						# trait = crowned_by_priest
						# trait = crowned_by_bishop
						# trait = crowned_by_pope
						# trait = crowned_by_myself
						# AND = {
							# is_alive = no
							# NOT = { trait = uncrowned }
						# }
						# AND = { 
							# has_game_started = no
							# is_save_game = no
							# is_alive = yes
						# }
					# }
				# }
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = { has_dlc = "Holy Fury" }
			# higher_real_tier_than = DUKE
		# }
		# modifier = {
			# factor = 0
			# NOT = { has_dlc = "Holy Fury" }
			# spouse = { higher_real_tier_than = DUKE }
		# }
		# modifier = {
			# factor = 0
			# is_ruler = yes
			# NOT = { trait = uncrowned }
			# NOT = { religion = catholic }
			# NOT = { religion = fraticelli }
			# higher_real_tier_than = DUKE
			# OR = { 
				# is_nomadic = no 
				# population = 5000
			# }

		# }
		modifier = {
			factor = 0 #Dead Doges should not wear crowns.
			is_republic = yes
			is_alive = no
		}
		modifier = {
			factor = 0
			NOT = { real_tier = duke }
			NOT = { real_tier = king }
			NOT = { real_tier = emperor }
			NOT = { has_minor_title = title_prince }
			NOT = { spouse = { real_tier = emperor } }
			NOT = { spouse = { real_tier = king } }
			NOT = { spouse = { real_tier = duke } }
			OR = { 
				# AND = { 
					# NOT = { culture = frankish }
					# NOT = { culture = occitan }
				# }
				AND = { 
					NOT = { real_tier = count }
					NOT = { has_minor_title = title_prince }
					NOT = { spouse = { real_tier = count } }
				} 
			}
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
		modifier = {
			factor = 0
			OR = {
			has_job_title = job_spymaster
			has_job_title = job_marshal
			has_job_title = job_spiritual
			in_command = yes
			#trait = on_hajj
			trait = on_adventure
			trait = on_assassination
			trait = on_diplomatic
			trait = on_tour
			trait = on_mission
			trait = on_pilgrimage
			trait = on_guild
			primary_title = { OR = { mercenary = yes holy_order = yes } }
				#is_master_agent = yes
				#is_master_mage = yes
				#is_master_warrior = yes
			}
		}
	}

	# Common headgear 1 - hood
	5 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { trait = peasant_leader }
			NOT = { trait = heresiarch }
			OR = {
				is_or_was_offmap_power_ruler = yes
				is_ruler = yes
				has_minor_title = title_prince
				spouse = { real_tier = emperor }
				spouse = { real_tier = king }
				spouse = { real_tier = duke }
			}
		}
		modifier = {
			factor = 0
			is_female = yes
		}
		modifier = {
			factor = 0
			OR = {
			has_job_title = job_spymaster
			has_job_title = job_marshal
			has_job_title = job_spiritual
			in_command = yes
			#trait = on_hajj
			trait = on_adventure
			trait = on_assassination
			trait = on_diplomatic
			trait = on_tour
			trait = on_mission
			trait = on_pilgrimage
			trait = on_guild
			primary_title = { OR = { mercenary = yes holy_order = yes } }
				#is_master_agent = yes
				#is_master_mage = yes
				#is_master_warrior = yes
			}
		}
	}
	
	# Common headgear 2 - hood
	6 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { trait = peasant_leader }
			NOT = { trait = heresiarch }
			OR = {
				is_or_was_offmap_power_ruler = yes
				is_ruler = yes
				has_minor_title = title_prince
				spouse = { real_tier = emperor }
				spouse = { real_tier = king }
				spouse = { real_tier = duke }
			}
		}
		modifier = {
			factor = 0
			is_female = yes
		}
		modifier = {
			factor = 0
			OR = {
			has_job_title = job_spymaster
			has_job_title = job_marshal
			has_job_title = job_spiritual
			in_command = yes
			#trait = on_hajj
			trait = on_adventure
			trait = on_assassination
			trait = on_diplomatic
			trait = on_tour
			trait = on_mission
			trait = on_pilgrimage
			trait = on_guild
			primary_title = { OR = { mercenary = yes holy_order = yes } }
				#is_master_agent = yes
				#is_master_mage = yes
				#is_master_warrior = yes
			}
		}
	}

	# Common headgear 3 - Red hat
	7 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { trait = peasant_leader }
			NOT = { trait = heresiarch }
			OR = {
				is_or_was_offmap_power_ruler = yes
				is_ruler = yes
				has_minor_title = title_prince
				spouse = { real_tier = emperor }
				spouse = { real_tier = king }
				spouse = { real_tier = duke }
			}
		}
		modifier = {
			factor = 0
			is_female = yes
		}
		modifier = {
			factor = 0
			OR = {
			has_job_title = job_spymaster
			has_job_title = job_marshal
			has_job_title = job_spiritual
			in_command = yes
			#trait = on_hajj
			trait = on_adventure
			trait = on_assassination
			trait = on_diplomatic
			trait = on_tour
			trait = on_mission
			trait = on_pilgrimage
			trait = on_guild
			primary_title = { OR = { mercenary = yes holy_order = yes } }
				#is_master_agent = yes
				#is_master_mage = yes
				#is_master_warrior = yes
			}
		}
	}
	
	# Common headgear 4 - hood
	8 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { trait = peasant_leader }
			NOT = { trait = heresiarch }
			OR = {
				is_ruler = yes
				has_minor_title = title_prince
				spouse = { real_tier = emperor }
				spouse = { real_tier = king }
				spouse = { real_tier = duke }
			}
		}
		modifier = {
			factor = 0
			is_female = yes
		}
		modifier = {
			factor = 0
			OR = {
				has_job_title = job_spymaster
				has_job_title = job_marshal
				has_job_title = job_spiritual
				in_command = yes
				#trait = on_hajj
				trait = on_adventure
				trait = on_assassination
				trait = on_diplomatic
				trait = on_tour
				trait = on_mission
				trait = on_pilgrimage
				trait = on_guild
				primary_title = { OR = { mercenary = yes holy_order = yes } }
				#is_master_agent = yes
				#is_master_mage = yes
				#is_master_warrior = yes
			}
		}
	}

	# Shady headgear
	9 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { trait = peasant_leader }
			NOT = { trait = heresiarch }
			OR = {
				is_or_was_offmap_power_ruler = yes
				is_ruler = yes
				has_minor_title = title_prince
				spouse = { real_tier = emperor }
				spouse = { real_tier = king }
				spouse = { real_tier = duke }
			}
		}
		modifier = {
			factor = 0
			NOT = { has_job_title = job_spymaster }
			NOT = { in_command = yes }
			#NOT = { trait = on_hajj }
			NOT = { trait = on_adventure }
			NOT = { trait = on_assassination }
			NOT = { trait = on_diplomatic }
			NOT = { trait = on_tour }
			NOT = { trait = on_mission }
			NOT = { trait = on_pilgrimage }
			NOT = { trait = on_guild }
			primary_title = { mercenary = no holy_order = no }
			is_master_agent = no
			OR = {
				culture_group = tangmo_group
				culture_group = tsaesci_group
				culture_group = kamal_group
				culture_group = khajiit
				culture_group = argonian
				AND = {
					is_master_mage = no
					NOT = { has_job_title = job_spiritual }
				}
			}
		}
		modifier = {
			factor = 0
			NOT = { has_job_title = job_spymaster }
			is_agent = no
			OR = {
				culture_group = tangmo_group
				culture_group = tsaesci_group
				culture_group = kamal_group
				culture_group = khajiit
				culture_group = argonian
				AND = {
					NOT = { has_job_title = job_spiritual }
					is_mage = no
				}
			}
		}
		modifier = {
			factor = 0
			has_job_title = job_marshal
		}
		modifier = {
			factor = 0
			OR = {
				culture_group = tangmo_group
				culture_group = tsaesci_group
				culture_group = kamal_group
				culture_group = khajiit
				culture_group = argonian
			}
			has_job_title = job_spiritual
		}
	}

	# Martial headgear
	10 = {
		factor = 1
		modifier = {
			factor = 0
			NAND = { 
				in_command = yes
				has_game_rule = {
					name = martial_headgear
					value = on
				}
			}
		}
		modifier = {
			factor = 0
			OR = { 
				NOT = { has_portrait_property = { layer = 3 index = 10 } } 
				# primary_title = { #Holy Orders in peace time should wear martial clothes, but not the helmet.
					# OR = {
						# title = d_knights_hospitaler
						# title = d_knights_templar
						# title = d_teutonic_order
						# title = k_teutonic_state
						# title = d_livonian_order
						# title = e_china_west_governor
					# }
				# }
			}
		}
		
	}

	# Blank #Fallback
	11 = {
		factor = 3
		modifier = {
			factor = 20000
			OR = { 
				government = order_government 
				# primary_title = { #Holy Orders in peace time should wear martial clothes, but not the helmet.
					# OR = {
						# title = d_knights_hospitaler
						# title = d_knights_templar
						# title = d_teutonic_order
						# title = k_teutonic_state
						# title = d_livonian_order
					# }
				# }
			}
		}
	}

	#Noble 2
	12 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { culture_group = tangmo_group }
			NOT = { culture_group = tsaesci_group }
			NOT = { culture_group = kamal_group }
			NOT = { culture_group = khajiit }
			NOT = { culture_group = argonian }
		}
		modifier = {
			factor = 0
			is_feudal = yes
			NOT = { real_tier = duke }
			NOT = { spouse = { real_tier = duke } }
			NOT = { has_minor_title = title_prince }
		}
		modifier = {
			factor = 0
			is_republic = yes
			NOT = { real_tier = duke }
			NOT = { real_tier = king }
			NOT = { real_tier = emperor }
			NOT = { has_minor_title = title_prince }
			NOT = { spouse = { real_tier = emperor } }
			NOT = { spouse = { real_tier = king } }
			NOT = { spouse = { real_tier = duke } }
		}
		modifier = {
			factor = 0
			is_feudal = yes
			real_tier = king
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
		modifier = {
			factor = 0
			OR = {
				has_job_title = job_spymaster
				has_job_title = job_marshal
				has_job_title = job_spiritual
				in_command = yes
				#trait = on_hajj
				trait = on_adventure
				trait = on_assassination
				trait = on_diplomatic
				trait = on_tour
				trait = on_mission
				trait = on_pilgrimage
				trait = on_guild
				primary_title = { OR = { mercenary = yes holy_order = yes } }
				#is_master_agent = yes
				#is_master_mage = yes
				#is_master_warrior = yes
			}
		}
	}

	#Noble 3
	13 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { culture_group = tangmo_group }
			NOT = { culture_group = tsaesci_group }
			NOT = { culture_group = kamal_group }
			NOT = { culture_group = khajiit }
			NOT = { culture_group = argonian }
		}
		modifier = {
			factor = 0
			is_feudal = yes
			NOT = { real_tier = duke }
			NOT = { spouse = { real_tier = duke } }
			NOT = { has_minor_title = title_prince }
		}
		modifier = {
			factor = 0
			is_republic = yes
			NOT = { real_tier = duke }
			NOT = { real_tier = king }
			NOT = { real_tier = emperor }
			NOT = { has_minor_title = title_prince }
			NOT = { spouse = { real_tier = emperor } }
			NOT = { spouse = { real_tier = king } }
			NOT = { spouse = { real_tier = duke } }
		}
		modifier = {
			factor = 0
			is_feudal = yes
			real_tier = king
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
		modifier = {
			factor = 0
			OR = {
				has_job_title = job_spymaster
				has_job_title = job_marshal
				has_job_title = job_spiritual
				in_command = yes
				#trait = on_hajj
				trait = on_adventure
				trait = on_assassination
				trait = on_diplomatic
				trait = on_tour
				trait = on_mission
				trait = on_pilgrimage
				trait = on_guild
				primary_title = { OR = { mercenary = yes holy_order = yes } }
				#is_master_agent = yes
				#is_master_mage = yes
				#is_master_warrior = yes
			}
		}
	}

	#Shady 2
	14 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { trait = peasant_leader }
			NOT = { trait = heresiarch }
			OR = {
				is_or_was_offmap_power_ruler = yes
				is_ruler = yes
				has_minor_title = title_prince
				spouse = { real_tier = emperor }
				spouse = { real_tier = king }
				spouse = { real_tier = duke }
			}
		}
		modifier = {
			factor = 0
			NOT = { culture_group = tangmo_group }
			NOT = { culture_group = tsaesci_group }
			NOT = { culture_group = kamal_group }
			NOT = { culture_group = khajiit }
			NOT = { culture_group = argonian }
		}
		modifier = {
			factor = 0
			NOT = { has_job_title = job_spymaster }
			NOT = { in_command = yes }
			#NOT = { trait = on_hajj }
			NOT = { trait = on_adventure }
			NOT = { trait = on_assassination }
			NOT = { trait = on_diplomatic }
			NOT = { trait = on_tour }
			NOT = { trait = on_mission }
			NOT = { trait = on_pilgrimage }
			NOT = { trait = on_guild }
			primary_title = { mercenary = no holy_order = no }
			#is_master_agent = no
		}
		modifier = {
			factor = 0
			NOT = { has_job_title = job_spymaster }
			is_agent = no
		}
		modifier = {
			factor = 0
			has_job_title = job_marshal
		}
		modifier = {
			factor = 0
			has_job_title = job_spiritual
		}
	}

	#Martial 2
	15 = {
		factor = 1
		modifier = {
			factor = 0
			OR = { 
				NOT = { has_portrait_property = { layer = 3 index = 15 } } 
				# primary_title = { #Holy Orders in peace time should wear martial clothes, but not the helmet.
					# OR = {
						# title = d_knights_hospitaler
						# title = d_knights_templar
						# title = d_teutonic_order
						# title = k_teutonic_state
						# title = d_livonian_order
						# title = e_china_west_governor
					# }
				# }
			}
		}
		modifier = {
			factor = 0
			NOT = { culture_group = tangmo_group }
			NOT = { culture_group = tsaesci_group }
			NOT = { culture_group = kamal_group }
			NOT = { culture_group = khajiit }
			NOT = { culture_group = argonian }
		}
		modifier = {
			factor = 0
			NOT = { has_job_title = job_marshal }
			NOT = { in_command = yes }
			#NOT = { trait = on_hajj }
			NOT = { trait = on_adventure }
			NOT = { trait = on_assassination }
			NOT = { trait = on_diplomatic }
			NOT = { trait = on_tour }
			NOT = { trait = on_mission }
			NOT = { trait = on_pilgrimage }
			NOT = { trait = on_guild }
			primary_title = { mercenary = no holy_order = no }
			#is_master_warrior = no
		}
		modifier = {
			factor = 0
			NOT = { has_job_title  = job_marshal }
			is_warrior = no
			OR = {
				NOT = { in_command = yes }
				is_magistrate = no
			}
		}
		modifier = {
			factor = 0
			has_job_title = job_spiritual
		}
		modifier = {
			factor = 0
			has_job_title = job_spymaster
		}
	}

	#Mage 1
	16 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { culture_group = tangmo_group }
			NOT = { culture_group = tsaesci_group }
			NOT = { culture_group = kamal_group }
			NOT = { culture_group = khajiit }
			NOT = { culture_group = argonian }
		}
		modifier = {
			factor = 0
			NOT = { has_job_title = job_spiritual }
			NOT = { in_command = yes }
			#NOT = { trait = on_hajj }
			NOT = { trait = on_adventure }
			NOT = { trait = on_assassination }
			NOT = { trait = on_diplomatic }
			NOT = { trait = on_tour }
			NOT = { trait = on_mission }
			NOT = { trait = on_pilgrimage }
			NOT = { trait = on_guild }
			primary_title = { mercenary = no holy_order = no }
			#is_master_mage = no
		}
		modifier = {
			factor = 0
			NOT = { has_job_title = job_spiritual }
			is_mage = no
		}
		modifier = {
			factor = 0
			has_job_title = job_marshal
		}
		modifier = {
			factor = 0
			has_job_title = job_spymaster
		}
	}

	#Mage 2
	17 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { culture_group = tangmo_group }
			NOT = { culture_group = tsaesci_group }
			NOT = { culture_group = kamal_group }
			NOT = { culture_group = khajiit }
			NOT = { culture_group = argonian }
		}
		modifier = {
			factor = 0
			NOT = { has_job_title = job_spiritual }
			NOT = { in_command = yes }
			#NOT = { trait = on_hajj }
			NOT = { trait = on_adventure }
			NOT = { trait = on_assassination }
			NOT = { trait = on_diplomatic }
			NOT = { trait = on_tour }
			NOT = { trait = on_mission }
			NOT = { trait = on_pilgrimage }
			NOT = { trait = on_guild }
			primary_title = { mercenary = no holy_order = no }
			#is_master_mage = no
		}
		modifier = {
			factor = 0
			NOT = { has_job_title = job_spiritual }
			is_mage = no
		}
		modifier = {
			factor = 0
			has_job_title = job_marshal
		}
		modifier = {
			factor = 0
			has_job_title = job_spymaster
		}
	}

	#Priest 1
	18 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { culture_group = tangmo_group }
			NOT = { culture_group = tsaesci_group }
			NOT = { culture_group = kamal_group }
			NOT = { culture_group = khajiit }
			NOT = { culture_group = argonian }
		}
		modifier = {
			factor = 0
			NOT = { has_job_title = job_spiritual }
			NOT = { in_command = yes }
			#NOT = { trait = on_hajj }
			NOT = { trait = on_adventure }
			NOT = { trait = on_assassination }
			NOT = { trait = on_diplomatic }
			NOT = { trait = on_tour }
			NOT = { trait = on_mission }
			NOT = { trait = on_pilgrimage }
			NOT = { trait = on_guild }
			primary_title = { mercenary = no holy_order = no }
			#is_master_mage = no
		}
		modifier = {
			factor = 0
			is_mage = no
		}
		modifier = {
			factor = 0
			has_job_title = job_marshal
		}
		modifier = {
			factor = 0
			has_job_title = job_spymaster
		}
	}

	#Priest 2
	19 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { culture_group = tangmo_group }
			NOT = { culture_group = tsaesci_group }
			NOT = { culture_group = kamal_group }
			NOT = { culture_group = khajiit }
			NOT = { culture_group = argonian }
		}
		modifier = {
			factor = 0
			NOT = { has_job_title = job_spiritual }
			NOT = { in_command = yes }
			#NOT = { trait = on_hajj }
			NOT = { trait = on_adventure }
			NOT = { trait = on_assassination }
			NOT = { trait = on_diplomatic }
			NOT = { trait = on_tour }
			NOT = { trait = on_mission }
			NOT = { trait = on_pilgrimage }
			NOT = { trait = on_guild }
			primary_title = { mercenary = no holy_order = no }
			#is_master_mage = no
		}
		modifier = {
			factor = 0
			is_mage = no
		}
		modifier = {
			factor = 0
			has_job_title = job_marshal
		}
		modifier = {
			factor = 0
			has_job_title = job_spymaster
		}
	}

	#TBD
	20 = {
		factor = 0

	}

	#TBD
	21 = {
		factor = 0

	}

	#TBD
	22 = {
		factor = 0

	}

	#TBD
	23 = {
		factor = 0

	}

	#TBD, Khajiit mane temporarily here
	24 = {
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = mane }
		}
	}

	#TBD
	25 = {
		factor = 0

	}
}

# p6 EK Overlays (Werewolf, Chicken etc)
6 = {
	0 = {
		factor = 100
		modifier = {
			factor = 0
			trait = known_lycan
			trait = lycan
			OR = {
				has_character_flag = hunting_lycan
				has_character_flag = always_lycan
			}
		}
		modifier = {
			factor = 0
			trait = polymorph_chicken
		}
		modifier = {
			factor = 0
			trait = hagraven
		}
		modifier = {
			factor = 0
			trait = azura
		}
		modifier = {
			factor = 0
			trait = boethiah
		}
		modifier = {
			factor = 0
			trait = clavicus
		}
		modifier = {
			factor = 0
			trait = hermaeus
		}
		modifier = {
			factor = 0
			trait = hircine
		}
		modifier = {
			factor = 0
			trait = malacath
		}
		modifier = {
			factor = 0
			trait = mehrunes
		}
		modifier = {
			factor = 0
			trait = mephala
		}
		modifier = {
			factor = 0
			trait = meridia
		}
		modifier = {
			factor = 0
			trait = molag_bal
		}
		modifier = {
			factor = 0
			trait = namira
		}
		modifier = {
			factor = 0
			trait = nocturnal
		}
		modifier = {
			factor = 0
			trait = peryite
		}
		modifier = {
			factor = 0
			trait = sanguine
		}
		modifier = {
			factor = 0
			trait = sheogorath
		}
		modifier = {
			factor = 0
			trait = vaermina
		}
		modifier = {
			factor = 0
			trait = jyggalag
		}
		modifier = {
			factor = 0
			trait = the_ideal_masters
		}
		modifier = {
			factor = 0
			trait = almalexia
		}
		modifier = {
			factor = 0
			trait = sothasil
		}
		modifier = {
			factor = 0
			trait = vivec
		}
		modifier = {
			factor = 0
			trait = dagothur
		}
	}
	1 =  {
		factor = 100
		modifier = {
			factor = 0
			NOT = {
				trait = known_lycan
				trait = lycan
				OR = {
					has_character_flag = hunting_lycan
					has_character_flag = always_lycan
				}
			}
		}
	}
	2 =  {
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = polymorph_chicken }
		}
	}
	3 = {
		factor = 100
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = hagraven }
				trait = hagraven_2
				trait = hagraven_3
			}
		}
		modifier = {
			factor = 100
			trait = hagraven_1
		}
	}
	4 = {
		factor = 100
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = hagraven }
				trait = hagraven_1
				trait = hagraven_3
			}
		}
		modifier = {
			factor = 100
			trait = hagraven_2
		}
	}
	5 = {
		factor = 100
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = hagraven }
				trait = hagraven_1
				trait = hagraven_2
			}
		}
		modifier = {
			factor = 100
			trait = hagraven_3
		}
	}
	6 = {
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = azura }
		}
		modifier = {
			factor = 100
			trait = azura
		}
	}
	7 = {
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = boethiah }
		}
		modifier = {
			factor = 100
			trait = boethiah
		}
	}
	8 = {
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = clavicus }
		}
		modifier = {
			factor = 100
			trait = clavicus
		}
	}
	9 = {
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = hermaeus }
		}
		modifier = {
			factor = 100
			trait = hermaeus
		}
	}
	10 = {
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = hircine }
		}
		modifier = {
			factor = 100
			trait = hircine
		}
	}
	11 = {
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = malacath }
		}
		modifier = {
			factor = 100
			trait = malacath
		}
	}
	12 = {
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = mehrunes }
		}
		modifier = {
			factor = 100
			trait = mehrunes
		}
	}
	13 = {
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = mephala }
		}
		modifier = {
			factor = 100
			trait = mephala
		}
	}
	14 = {
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = meridia }
		}
		modifier = {
			factor = 100
			trait = meridia
		}
	}
	15 = {
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = molag_bal }
		}
		modifier = {
			factor = 100
			trait = molag_bal
		}
	}
	16 = {
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = namira }
		}
		modifier = {
			factor = 100
			trait = namira
		}
	}
	17 = {
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = nocturnal }
		}
		modifier = {
			factor = 100
			trait = nocturnal
		}
	}
	18 = {
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = peryite }
		}
		modifier = {
			factor = 100
			trait = peryite
		}
	}
	19 = {
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = sanguine }
		}
		modifier = {
			factor = 100
			trait = sanguine
		}
	}
	20 = {
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = sheogorath }
		}
		modifier = {
			factor = 100
			trait = sheogorath
		}
	}
	21 = {
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = vaermina }
		}
		modifier = {
			factor = 100
			trait = vaermina
		}
	}
	22 = {
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = jyggalag }
		}
		modifier = {
			factor = 100
			trait = jyggalag
		}
	}
	23 = {
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = the_ideal_masters }
		}
		modifier = {
			factor = 100
			trait = the_ideal_masters
		}
	}
	24 = {
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = almalexia }
		}
		modifier = {
			factor = 100
			trait = almalexia
		}
	}
	25 = {
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = sothasil }
		}
		modifier = {
			factor = 100
			trait = sothasil
		}
	}
	26 = {
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = vivec }
		}
		modifier = {
			factor = 100
			trait = vivec
		}
	}
	27 = {
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = dagothur }
		}
		modifier = {
			factor = 100
			trait = dagothur
		}
	}
}

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

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

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

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

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

	5 = { # scar 5 - eye out
		factor = 0
		modifier = {
			factor = 0
			NOT = { trait = one_eyed }
		}
   	}
}

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

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

# p9 boils
9 = {

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

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

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

# p11 imprisoned
11 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			prisoner = yes
		}
	}

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

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

	1 = { # mask 1 bone
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
				}
				has_character_modifier = golden_mask
			}
		}
	}

	2 = { # mask 2 silver
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
				}
				AND = {
					is_landed = no
					is_married = no
				}
				AND = {
					is_landed = yes
					NOT = { higher_real_tier_than = DUKE }
				}
				AND = {
					is_landed = no
					is_married = yes
					spouse = { NOT = { higher_real_tier_than = DUKE } }
				}
				has_character_modifier = golden_mask
			}
		}
	}

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

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

	1 = { # eyepatch 1
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
			}
		}
	}
	
	2 = { # eyepatch 2 - red leather
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
			}
		}
	}
	
	3 = { # eyepatch 3 - painted eye
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NAND = {
					trait = one_eyed
					OR = {
						trait = paranoid
						trait = possessed
					}
				}
				has_character_modifier = glass_eye
			}
		}
		modifier = {
			factor = 2
			OR = {
				trait = paranoid
				trait = possessed
			}
		}
	}
	
	4 = { # eyepatch 4 - red
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
			}
		}
	}
	
	5 = { # eyepatch 5 - white rag
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
			}
		}
	}
	
	6 = { # eyepatch 6 - blue rag
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
			}
		}
	}
	
	7 = { # eyepatch 7 - green rag
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
			}
		}
	}
	
	8 = { # eyepatch 8 - red rag
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
			}
		}
	}
	
	9 = { # eyepatch 9 - bloodied rag
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NAND = {
					trait = one_eyed
					OR = {
						trait = wroth
						trait = cruel
						has_minor_title = title_commander
					}
				}
				has_character_modifier = glass_eye
			}
		}
		modifier = {
			factor = 2
			OR = {
				trait = wroth
				trait = cruel
				has_minor_title = title_commander
			}
		}
		modifier = {
			factor = 2
			martial = 12
		}
	}
	
	10 = { # eyepatch 10 - tartan rag
		factor = 3
		modifier = {
			factor = 0
			OR = {
				NAND = {
					trait = one_eyed
					culture = breton
					culture = nord
					culture = reachmen
				}
				has_character_modifier = glass_eye
			}
		}
	}
	
	11 = { # eyepatch 11 - scarred eye 1
		factor = 1
		modifier = {
			factor = 0
			NOT = { trait = one_eyed }
		}
		modifier = {
			factor = 0
			trait = shy
		}
		modifier = {
			factor = 4
			OR = {
				is_tribal = yes
				is_nomadic = yes
				trait = stubborn
				culture = atmoran
				culture = nord
				culture = skaal
				culture = reachmen
			}
		}
	}
	
	12 = { # eyepatch 12 - scarred eye 2
		factor = 1
		modifier = {
			factor = 0
			NOT = { trait = one_eyed }
		}
		modifier = {
			factor = 0
			trait = shy
		}
		modifier = {
			factor = 4
			OR = {
				is_tribal = yes
				is_nomadic = yes
				trait = stubborn
				culture = atmoran
				culture = nord
				culture = skaal
				culture = reachmen
			}
		}
	}
}

# p14 chinese makeup
14 = {
	0 = { # blank
		factor = 100
		#modifier = {
		#	factor = 0
		#	chinese_makeup_trigger = yes
		#}
	}

	1 = { # white powder
		factor = 0
	}
	
	2 = { # rouge a only
		factor = 0
	}
	
	3 = { # white powder and rouge a
		factor = 0
	}
	
	4 = { # rouge b only
		factor = 0
	}

	5 = { # white powder and rouge b
		factor = 0
	}
}

# p15 chinese makeup 2
15 = {
	0 = { # blank
		factor = 100
		#modifier = {
		#	factor = 0
		#	chinese_makeup_trigger = yes
		#}
	}

	1 = { # full lips
		factor = 0
	}
	
	2 = { # top lip
		factor = 0
	}
	
	3 = { # 'heart' lips
		factor = 0
	}
}

# p16 chinese empress jewelry
16 = {
	0 = { # blank
		factor = 100
		#modifier = {
		#	factor = 0
		#	chinese_empress_jewelry_trigger = yes
		#}
	}

	1 = { # Full face pearls and earrings
		factor = 0
	}
	
	2 = { # pearl earrings only
		factor = 0
	}
	
	3 = { # full face pearls and earrings 2
		factor = 0
	}
}

# p17 immortality
17 = {
	0 = { # blank
		factor = 100
		#modifier = {
		#	factor = 0
		#	immortal = yes
		#}
	}
	1 = {
		factor = 0
	}
}

# p18 Special crowns_behind
18 = {
	0 = { # blank
		factor = 100
		# modifier = {
			# factor = 0
			# OR = {
				# has_minor_title = title_cardinal
				# has_minor_title = title_fraticelli_cardinal
			# }
		# }
		# modifier = {
			# factor = 0
			# NAND = { 
				# in_command = yes  # Has to wear helmet instead.
				# has_game_rule = {
					# name = martial_headgear
					# value = on
				# }
			# }
			# OR = {
				# trait = dead_crown_hre #Dead kings don't have artifacts
				# trait = dead_crown_byzantine #Dead kings don't have artifacts
				# trait = dead_crown_pahlavi #Dead kings don't have artifacts
				# trait = dead_crown_fylkir #Dead kings don't have artifacts
				# trait = dead_crown_tengri_fylkir #Dead kings don't have artifacts
				# trait = dead_crown_finnish_fylkir #Dead kings don't have artifacts
				# trait = dead_crown_slavic_fylkir
				# trait = dead_crown_romuva_fylkir
				# trait = dead_crown_zun_fylkir
				# trait = dead_crown_west_african_fylkir
				# trait = dead_crown_aztec_fylkir
				# trait = augustus # Laurels
			# }
		# }
		# modifier = {
			# factor = 0
			# NAND = { 
				# in_command = yes  # Has to wear helmet instead.
				# has_game_rule = {
					# name = martial_headgear
					# value = on
				# }
			# }
			# any_artifact = {
				# OR = {
					# artifact_type = crown_hre
					# artifact_type = crown_byzantine
					# artifact_type = crown_pahlavi
					# artifact_type = crown_fylkir
					# artifact_type = crown_tengri_fylkir
					# artifact_type = crown_finnish_fylkir
					# artifact_type = crown_slavic_fylkir
					# artifact_type = crown_romuva_fylkir
					# artifact_type = crown_zun_fylkir
					# artifact_type = crown_west_african_fylkir
					# artifact_type = crown_aztec_fylkir
					# artifact_type = iron_crown_of_lombardy
					# artifact_type = cursed_diamond_crown
				# }
				# is_artifact_equipped = yes 
			# }
		# }
	}

	1 = {
		factor = 0
		# modifier = { # Makes it so the two layers are always matched (if conditions for p19/frame1 are true, use p18/frame1).
			# factor = 0
			# NOT = { has_portrait_property = { layer = 19 index = 1 } }
		# }
	}
	
	2 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { has_portrait_property = { layer = 19 index = 2 } }
		# }
	}
	
	3 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { has_portrait_property = { layer = 19 index = 3 } }
		# }
	}
	4 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { has_portrait_property = { layer = 19 index = 4 } }
		# }
	}
	5 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { has_portrait_property = { layer = 19 index = 5 } }
		# }
	}
	6 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { has_portrait_property = { layer = 19 index = 6 } }
		# }
	}
	7 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { has_portrait_property = { layer = 19 index = 7 } }
		# }
	}
	8 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { has_portrait_property = { layer = 19 index = 8 } }
		# }
	}
	9 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { has_portrait_property = { layer = 19 index = 9 } }
		# }
	}
	10 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { has_portrait_property = { layer = 19 index = 10 } }
		# }
	}
	11 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { has_portrait_property = { layer = 19 index = 11 } }
		# }
	}
	12 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { has_portrait_property = { layer = 19 index = 12 } }
		# }
	}
	13 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { has_portrait_property = { layer = 19 index = 13 } }
		# }
	}
	14 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { has_portrait_property = { layer = 19 index = 14 } }
		# }
	}
	15 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { has_portrait_property = { layer = 19 index = 15 } }
		# }
	}
}

# p19 Special crowns 
19 = {
	0 = { # blank
		factor = 100
		# modifier = {
			# factor = 0
			# OR = {
				# has_minor_title = title_cardinal
				# has_minor_title = title_fraticelli_cardinal
			# }
		# }
		# modifier = {
			# factor = 0
			# NAND = { 
				# in_command = yes  # Has to wear helmet instead.
				# has_game_rule = {
					# name = martial_headgear
					# value = on
				# }
			# }
			# OR = {
				# trait = dead_crown_hre #Dead kings don't have artifacts
				# trait = dead_crown_byzantine #Dead kings don't have artifacts
				# trait = dead_crown_pahlavi #Dead kings don't have artifacts
				# trait = dead_crown_fylkir #Dead kings don't have artifacts
				# trait = dead_crown_tengri_fylkir #Dead kings don't have artifacts
				# trait = dead_crown_finnish_fylkir #Dead kings don't have artifacts
				# trait = dead_crown_slavic_fylkir
				# trait = dead_crown_romuva_fylkir
				# trait = dead_crown_zun_fylkir
				# trait = dead_crown_west_african_fylkir
				# trait = dead_crown_aztec_fylkir
				# trait = augustus # Laurels
			# }
		# }
		# modifier = {
			# factor = 0
			# NAND = { 
				# in_command = yes  # Has to wear helmet instead.
				# has_game_rule = {
					# name = martial_headgear
					# value = on
				# }
			# }
			# any_artifact = {
				# OR = {
					# artifact_type = crown_hre
					# artifact_type = crown_byzantine
					# artifact_type = crown_pahlavi
					# artifact_type = crown_fylkir
					# artifact_type = crown_tengri_fylkir
					# artifact_type = crown_finnish_fylkir
					# artifact_type = crown_slavic_fylkir
					# artifact_type = crown_romuva_fylkir
					# artifact_type = crown_zun_fylkir
					# artifact_type = crown_west_african_fylkir
					# artifact_type = crown_aztec_fylkir
					# artifact_type = iron_crown_of_lombardy
					# artifact_type = cursed_diamond_crown
				# }
				# is_artifact_equipped = yes 
			# }
		# }
	}

	1 = {
		factor = 0
		# hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		# modifier = {
			# factor = 0
			# in_command = yes
			# has_game_rule = {
				# name = martial_headgear
				# value = on
			# }
		# }
		# modifier = { #HRE crown
			# factor = 0
			# NOR = { 
				# any_artifact = {
					# artifact_type = crown_hre
					# is_artifact_equipped = yes 
				# }
				# trait = dead_crown_hre
			# }
		# }
	}
	
	2 = { 
		factor = 0
		# hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		# modifier = {
			# factor = 0
			# in_command = yes
			# has_game_rule = {
				# name = martial_headgear
				# value = on
			# }
		# }
		# modifier = { #Byzantine Crown
			# factor = 0
			# NOR = { 
				# any_artifact = {
					# artifact_type = crown_byzantine
					# is_artifact_equipped = yes 
				# }
				# trait = dead_crown_byzantine
			# }
		# }
	}
	
	3 = { 
		factor = 0
		# hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		# modifier = {
			# factor = 0
			# in_command = yes
			# has_game_rule = {
				# name = martial_headgear
				# value = on
			# }
		# }
		# modifier = { #Cursed Diamond Crown
			# factor = 0
			# NOR = { 
				# any_artifact = {
					# artifact_type = cursed_diamond_crown
					# is_artifact_equipped = yes 
				# }
				# trait = dead_cursed_diamond_crown
			# }
		# }
	}
	4 = { 
		factor = 0
		# hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		# modifier = {
			# factor = 0
			# in_command = yes
			# has_game_rule = {
				# name = martial_headgear
				# value = on
			# }
		# }
		# modifier = { #Iron Crown of Lombardy
			# factor = 0
			# NOR = { 
				# any_artifact = {
					# artifact_type = iron_crown_of_lombardy
					# is_artifact_equipped = yes 
				# }
				# trait = dead_iron_crown_lombardy
			# }
		# }
	}
	5 = { 
		factor = 0
		# hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		# modifier = {
			# factor = 0
			# in_command = yes
			# has_game_rule = {
				# name = martial_headgear
				# value = on
			# }
		# }
		# modifier = { #Imperial Laurels
			# factor = 0
			# NOT = { trait = augustus }
		# }
	}
	6 = { 
		factor = 0
		# hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		# modifier = {
			# factor = 0
			# in_command = yes
			# has_game_rule = {
				# name = martial_headgear
				# value = on
			# }
		# }
		# modifier = { #Pahlavi Crown
			# factor = 0
			# NOR = { 
				# any_artifact = {
					# artifact_type = crown_pahlavi
					# is_artifact_equipped = yes 
				# }
				# trait = dead_crown_pahlavi
			# }
		# }
	}
	7 = { 
		factor = 0
		# hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		# modifier = {
			# factor = 0
			# in_command = yes
			# has_game_rule = {
				# name = martial_headgear
				# value = on
			# }
		# }
		# modifier = { #Fylkir Crown
			# factor = 0
			# NOR = { 
				# any_artifact = {
					# artifact_type = crown_fylkir
					# is_artifact_equipped = yes 
				# }
				# trait = dead_crown_fylkir
			# }
		# }
	}
	8 = { 
		factor = 0
		# hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		# modifier = {
			# factor = 0
			# in_command = yes
			# has_game_rule = {
				# name = martial_headgear
				# value = on
			# }
		# }
		# modifier = { #Tengri Fylkir Crown
			# factor = 0
			# NOR = { 
				# any_artifact = {
					# artifact_type = crown_tengri_fylkir
					# is_artifact_equipped = yes 
				# }
				# trait = dead_crown_tengri_fylkir
			# }
		# }
	}
	9 = { 
		factor = 0
		# hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		# modifier = {
			# factor = 0
			# in_command = yes
			# has_game_rule = {
				# name = martial_headgear
				# value = on
			# }
		# }
		# modifier = { #Finnish Fylkir Crown
			# factor = 0
			# NOR = { 
				# any_artifact = {
					# artifact_type = crown_finnish_fylkir
					# is_artifact_equipped = yes 
				# }
				# trait = dead_crown_finnish_fylkir
			# }
		# }
	}
	10 = { 
		factor = 0
		# hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		# modifier = {
			# factor = 0
			# in_command = yes
			# has_game_rule = {
				# name = martial_headgear
				# value = on
			# }
		# }
		# modifier = { #West-African Fylkir Crown
			# factor = 0
			# NOR = { 
				# any_artifact = {
					# artifact_type = crown_west_african_fylkir
					# is_artifact_equipped = yes 
				# }
				# trait = dead_crown_west_african_fylkir
			# }
		# }
	}
	11 = { 
		factor = 0
		# hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		# modifier = {
			# factor = 0
			# in_command = yes
			# has_game_rule = {
				# name = martial_headgear
				# value = on
			# }
		# }
		# modifier = { #Slavic/Romva Fylkir Crown
			# factor = 0
			# NOR = { 
				# any_artifact = {
					# artifact_type = crown_slavic_fylkir
					# is_artifact_equipped = yes 
				# }
				# any_artifact = {
					# artifact_type = crown_romuva_fylkir
					# is_artifact_equipped = yes 
				# }
				# trait = dead_crown_slavic_fylkir
				# trait = dead_crown_romuva_fylkir
			# }
		# }
	}
	12 = { 
		factor = 0
		# hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		# modifier = { #Zunist Fylkir Crown
			# factor = 0
			# NOR = { 
				# any_artifact = {
					# artifact_type = crown_zun_fylkir
					# is_artifact_equipped = yes 
				# }
				# trait = dead_crown_zun_fylkir
			# }
		# }
	}
	13 = { 
		factor = 0
		# hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		# modifier = { #Aztec Fylkir Crown
			# factor = 0
			# NOR = { 
				# any_artifact = {
					# artifact_type = crown_aztec_fylkir
					# is_artifact_equipped = yes 
				# }
				# trait = dead_crown_aztec_fylkir
			# }
		# }
	}
	14 = { 
		factor = 0
		# hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		# modifier = {
			# factor = 0
			# year = 1245
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# has_minor_title = title_cardinal
				# has_minor_title = title_fraticelli_cardinal
			# }
		# }
	}
	15 = { 
		factor = 0
		# hide_layers = { 3 = { } } #Hide layer 3 (clothes) when this frame is picked.
		# hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		# modifier = {
			# factor = 0
			# NOT = {
				# year = 1245
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# has_minor_title = title_cardinal
				# has_minor_title = title_fraticelli_cardinal
			# }
		# }
	}
}

# p20 freckles
#Freckles traits from thinnest to thickest:
#freckles_3
#freckles_2
#freckles
#freckles_4
#freckles_5
20 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			OR = { 
				trait = freckles_3
				trait = freckles_2
				trait = freckles
				trait = freckles_4
				trait = freckles_5
			}
		}
 	}

	1 = { # freckles
		factor = 0
		modifier = {
			factor = 0
			NOT = { trait = freckles }
		}
  	}
	2 = { # freckles
		factor = 0
		modifier = {
			factor = 0
			NOT = { trait = freckles_2 }
		}
  	}
	3 = { # freckles
		factor = 0
		modifier = {
			factor = 0
			NOT = { trait = freckles_3 }
		}
  	}
	4 = { # freckles
		factor = 0
		modifier = {
			factor = 0
			NOT = { trait = freckles_4 }
		}
  	}
	5 = { # freckles
		factor = 0
		modifier = {
			factor = 0
			NOT = { trait = freckles_5 }
		}
  	}
}

# p21 physique
21 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			OR = { 
				trait = is_fat
				trait = sturdy
			}
		}
 	}
	1 = { 
		factor = 0
		modifier = {
			factor = 0
			NOT = { trait = sturdy }
		}
		modifier = {
			factor = 0
			trait = is_fat
		}
		modifier = {
			factor = 0
			OR = {
				AND = {
					age = 35
					is_immortal = no
				}
				AND = {
					immortal_age >= 35
					is_immortal = yes
				}
			}
		}
  	}
	2 = { 
		factor = 0
		modifier = {
			factor = 0
			NOT = { trait = sturdy }
		}
		modifier = {
			factor = 0
			trait = is_fat
		}
		modifier = {
			factor = 0
			OR = {
				AND = {
					NOT = { age = 35 }
					is_immortal = no
				}
				AND = {
					immortal_age < 35
					is_immortal = yes
				}
			}
		}
		modifier = {
			factor = 0
			OR = {
				AND = {
					age = 60
					is_immortal = no
				}
				AND = {
					immortal_age >= 60
					is_immortal = yes
				}
			}
		}
  	}
	3 = { 
		factor = 0
		modifier = {
			factor = 0
			NOT = { trait = sturdy }
		}
		modifier = {
			factor = 0
			trait = is_fat
		}
		modifier = {
			factor = 0
			OR = {
				AND = {
					NOT = { age = 60 }
					is_immortal = no
				}
				AND = {
					immortal_age < 60
					is_immortal = yes
				}
			}
		}
  	}
	4 = { 
		factor = 0
		modifier = {
			factor = 0
			NOT = { trait = is_fat }
		}
		modifier = {
			factor = 0
			OR = {
				AND = {
					age = 35
					is_immortal = no
				}
				AND = {
					immortal_age >= 35
					is_immortal = yes
				}
			}
		}
  	}
	5 = { 
		factor = 0
		modifier = {
			factor = 0
			NOT = { trait = is_fat }
		}
		modifier = {
			factor = 0
			OR = {
				AND = {
					NOT = { age = 35 }
					is_immortal = no
				}
				AND = {
					immortal_age < 35
					is_immortal = yes
				}
			}
		}
		modifier = {
			factor = 0
			OR = {
				AND = {
					age = 60
					is_immortal = no
				}
				AND = {
					immortal_age >= 60
					is_immortal = yes
				}
			}
		}
  	}
	6 = { 
		factor = 0
		modifier = {
			factor = 0
			NOT = { trait = is_fat }
		}
		modifier = {
			factor = 0
			OR = {
				AND = {
					NOT = { age = 60 }
					is_immortal = no
				}
				AND = {
					immortal_age < 60
					is_immortal = yes
				}
			}
		}
  	}
}

#p22 malnourished
22 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			OR = { 
				trait = ill
				trait = is_malnourished
				trait = vampire
			}
		}
 	}

	1 = { #pale 
		factor = 0
		modifier = {
			factor = 0
			NOR = { 
				trait = ill
				trait = is_malnourished
				trait = vampire
			}
		}
  	}
}

#p23 black eye
23 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			OR = {
				has_character_modifier = black_eye
				has_character_modifier = concussion 
				trait = wounded
			}
		}
 	}

	1 = { #black eye. 
		factor = 0
		modifier = {
			factor = 0
			NOT = { has_character_modifier = black_eye }
		}
		modifier = {
			factor = 0
			has_character_modifier = black_eye
			has_character_modifier = concussion 
		}
  	}
	2 = { #Concussion.
		factor = 0
		modifier = {
			factor = 0
			NOR = { 
				has_character_modifier = concussion 
				trait = wounded
			}
		}
		modifier = {
			factor = 0
			has_character_modifier = black_eye
			OR = { 
				has_character_modifier = concussion 
				trait = wounded
			}
		}
  	}
	3 = { #Concussion AND Black eye.
		factor = 0
		modifier = {
			factor = 0
			NOT = { 
				OR = { 
					has_character_modifier = concussion 
					trait = wounded
				}
				has_character_modifier = black_eye
			}
		}
  	}
}

#p24 harelip
24 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			trait = harelip
		}
 	}

	1 = { #black eye. 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = harelip }
		}
  	}
}

#To add new set of scars, add new _type_ hidden trait, edit the scar-assignment scripted effect, add entries in portrait properties, add new frame and ALL THREE tiers (regular, _mid, and _high).
# p25 mid scars - Tier II
25 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			has_dlc = "Holy Fury"
			trait = scarred_mid
			OR = {
				trait = scarred_type_1
				trait = scarred_type_2
				trait = scarred_type_3
				trait = scarred_type_4
				trait = scarred_type_5
				trait = scarred_type_6
				trait = scarred_type_7
				trait = scarred_type_8
				trait = scarred_type_9
				trait = scarred_type_10
			}
		}
   	}

	1 = { # scar 1 - TIER II
		factor = 0
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_1
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_high
				NOT = { trait = scarred_mid }
			}
		}
   	}

	2 = { # scar 2 - TIER II
		factor = 0
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_2
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_high
				NOT = { trait = scarred_mid }
			}
		}
   	}

	3 = { # scar 3 - TIER II
		factor = 0
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_3
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_high
				NOT = { trait = scarred_mid }
			}
		}
   	}

	4 = { # scar 4 - TIER II
		factor = 0
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_4
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_high
				NOT = { trait = scarred_mid }
			}
		}
   	}
	5 = { # scar 5 - TIER II
		factor = 0
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_5
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_high
				NOT = { trait = scarred_mid }
			}
		}
   	}
	6 = { # scar 6 - TIER II
		factor = 0
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_6
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_high
				NOT = { trait = scarred_mid }
			}
		}
   	}
	7 = { # scar 7 - TIER II
		factor = 0
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_7
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_high
				NOT = { trait = scarred_mid }
			}
		}
   	}
	8 = { # scar 8 - TIER II
		factor = 0
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_8
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_high
				NOT = { trait = scarred_mid }
			}
		}
   	}
	9 = { # scar 9 - TIER II
		factor = 0
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_9
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_high
				NOT = { trait = scarred_mid }
			}
		}
   	}
	10 = { # scar 10 - TIER II
		factor = 0
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_10
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_high
				NOT = { trait = scarred_mid }
			}
		}
   	}
}

# p26 high scars - Tier III
26 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			has_dlc = "Holy Fury"
			trait = scarred_high
			OR = {
				trait = scarred_type_1
				trait = scarred_type_2
				trait = scarred_type_3
				trait = scarred_type_4
				trait = scarred_type_5
				trait = scarred_type_6
				trait = scarred_type_7
				trait = scarred_type_8
				trait = scarred_type_9
				trait = scarred_type_10
			}
		}
   	}

	1 = { # scar 1 - TIER III
		factor = 0
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_1
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_mid
				NOT = { trait = scarred_high }
			}
		}
   	}

	2 = { # scar 2 - TIER III
		factor = 0
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_2
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_mid
				NOT = { trait = scarred_high }
			}
		}
   	}

	3 = { # scar 3 - TIER III
		factor = 0
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_3
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_mid
				NOT = { trait = scarred_high }
			}
		}
   	}

	4 = { # scar 4 - TIER III
		factor = 0
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_4
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_mid
				NOT = { trait = scarred_high }
			}
		}
   	}
	5 = { # scar 5 - TIER III
		factor = 0
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_5
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_mid
				NOT = { trait = scarred_high }
			}
		}
   	}
	6 = { # scar 6 - TIER III
		factor = 0
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_6
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_mid
				NOT = { trait = scarred_high }
			}
		}
   	}
	7 = { # scar 7 - TIER III
		factor = 0
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_7
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_mid
				NOT = { trait = scarred_high }
			}
		}
   	}
	8 = { # scar 8 - TIER III
		factor = 0
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_8
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_mid
				NOT = { trait = scarred_high }
			}
		}
   	}
	9 = { # scar 9 - TIER III
		factor = 0
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_9
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_mid
				NOT = { trait = scarred_high }
			}
		}
   	}
	10 = { # scar 10 - TIER III
		factor = 0
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_10
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_mid
				NOT = { trait = scarred_high }
			}
		}
   	}
}

#p27 Blood Splatter
27 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			NOT = {
				has_game_rule = {
	   				name = blood_splatter_rule
					value = off
	   			}
   			}
			OR = {
				has_character_modifier = blood_splatter_1
				has_character_modifier = blood_splatter_2
				has_character_modifier = blood_splatter_3
				has_character_modifier = mud_splatter
			}
		}
 	}

	1 = { #Some. 
		factor = 0
		modifier = {
			factor = 0
			NOT = { has_character_modifier = blood_splatter_1 }
		}
		modifier = {
			factor = 0
			has_game_rule = {
   				name = blood_splatter_rule
				value = off
   			}
		}
  	}
	2 = { #A lot.
		factor = 0
		modifier = {
			factor = 0
			NOT = { has_character_modifier = blood_splatter_2 }
		}
		modifier = {
			factor = 0
			has_game_rule = {
   				name = blood_splatter_rule
				value = off
   			}
		}
  	}
	3 = { #Bathory.
		factor = 0
		modifier = {
			factor = 0
			NOT = { has_character_modifier = blood_splatter_3 }
		}
		modifier = {
			factor = 0
			has_game_rule = {
   				name = blood_splatter_rule
				value = off
   			}
		}
  	}
	4 = { #Mud splatter.
		factor = 0
		modifier = {
			factor = 0
			has_game_rule = {
   				name = blood_splatter_rule
				value = off
   			}
		}
		modifier = {
			factor = 0
			NOT = { has_character_modifier = mud_splatter }
		}
		modifier = { #Prioritize blood.
			factor = 0
			OR = {
				has_character_modifier = blood_splatter_1
				has_character_modifier = blood_splatter_2
				has_character_modifier = blood_splatter_3
			}
		}
  	}
}

#p28 Tattoos
28 = {
	0 = { # blank
		factor = 100
		# modifier = {
			# factor = 0
			# OR = {
				# trait = african_tattoo_1
				# trait = african_tattoo_2
				# trait = african_tattoo_3
				# trait = african_tattoo_4
				# trait = african_tattoo_5
				# trait = african_tattoo_6
				# trait = african_tattoo_7
				# trait = african_tattoo_8
				# trait = african_tattoo_9
				# trait = african_tattoo_10
				# trait = african_tattoo_11
				# trait = african_tattoo_12

				# trait = norse_tattoo_1
				# trait = norse_tattoo_2
				# trait = norse_tattoo_3
				# trait = norse_tattoo_4
				# trait = norse_tattoo_5
				# trait = norse_tattoo_6

				# trait = slavic_tattoo_1
				# trait = slavic_tattoo_2
				# trait = slavic_tattoo_3
				# trait = slavic_tattoo_4
				# trait = slavic_tattoo_5
				# trait = slavic_tattoo_6
			# }
		# }
 	}

	1 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { trait = african_tattoo_1 }
		# }
  	}
	2 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { trait = african_tattoo_2 }
		# }
  	}
	3 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { trait = african_tattoo_3 }
		# }
  	}
	4 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { trait = african_tattoo_4 }
		# }
  	}
	5 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { trait = african_tattoo_5 }
		# }
  	}
	6 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { trait = african_tattoo_6 }
		# }
  	}
	7 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { trait = african_tattoo_7 }
		# }
  	}
	8 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { trait = african_tattoo_8 }
		# }
  	}
	9 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { trait = norse_tattoo_1 }
		# }
  	}
	10 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { trait = norse_tattoo_2 }
		# }
  	}
	11 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { trait = norse_tattoo_3 }
		# }
  	}
	12 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { trait = norse_tattoo_4 }
		# }
  	}
	13 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { trait = norse_tattoo_5 }
		# }
  	}
	14 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { trait = norse_tattoo_6 }
		# }
  	}
	15 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { trait = slavic_tattoo_1 }
		# }
  	}
	16 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { trait = slavic_tattoo_2 }
		# }
  	}
	17 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { trait = slavic_tattoo_3 }
		# }
  	}
	18 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { trait = slavic_tattoo_4 }
		# }
  	}
	19 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { trait = slavic_tattoo_5 }
		# }
  	}
	20 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { trait = slavic_tattoo_6 }
		# }
  	}
	21 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { trait = african_tattoo_9 }
		# }
  	}
	22 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { trait = african_tattoo_10 }
		# }
  	}
	23 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { trait = african_tattoo_11 }
		# }
  	}
	24 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { trait = african_tattoo_12 }
		# }
  	}
}

#p29 Warpaint
29 = {
	0 = { # blank
		factor = 100
		# modifier = {
			# factor = 0
			# OR = {
				# has_character_modifier = aztec_warpaint_1
				# has_character_modifier = aztec_warpaint_2
				# has_character_modifier = finnish_warpaint_1
				# has_character_modifier = finnish_warpaint_2
				# has_character_modifier = zun_warpaint_1
				# has_character_modifier = zun_warpaint_2
				# has_character_modifier = tengri_warpaint_1
				# has_character_modifier = tengri_warpaint_2
			# }
 		# }
 	}

	1 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { has_character_modifier = aztec_warpaint_1 }
		# }
  	}
	2 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { has_character_modifier = aztec_warpaint_2 }
		# }
  	}
	3 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { has_character_modifier = finnish_warpaint_1 }
		# }
  	}
	4 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { has_character_modifier = finnish_warpaint_2 }
		# }
  	}
	5 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { has_character_modifier = zun_warpaint_1 }
		# }
  	}
	6 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { has_character_modifier = zun_warpaint_2 }
		# }
  	}
	7 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { has_character_modifier = tengri_warpaint_1 }
		# }
  	}
	8 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { has_character_modifier = tengri_warpaint_2 }
		# }
  	}
}

#p30 Demon Child (fantasy only)
30 = {
	0 = { # blank
		factor = 100
		# modifier = {
			# factor = 0
			# has_character_modifier = demon_horns
			# has_game_rule = {
   				# name = supernatural_events
				# value = unrestricted
   			# }
 		# }
 	}

	1 = { 
		factor = 0
		# modifier = {
			# factor = 0
			# NOT = { 
				# has_game_rule = {
   					# name = supernatural_events
					# value = unrestricted
   				# }
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_character_modifier = demon_horns
   			# }
		# }
  	}
}

#p31 frankish Culture Overlayer - Male
31 = {
	0 = { # Blank
		factor = 100
		modifier = {
			factor = 100
			has_game_started = no
		}
		modifier = {
			factor = 100
			OR = { 
				is_theocracy = yes 
				is_in_society = yes
				has_job_title = job_spiritual
				higher_real_tier_than = DUKE
			}
		}
		# modifier = {
			# factor = 100
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		modifier = {
			factor = 100
			NOT = {
				has_dlc = "Holy Fury"
			}
		}
		# modifier = {
			# factor = 0
			# has_dlc = "Holy Fury"
			# has_game_started = yes
			# is_in_society = no
			# NOR = { 
				# is_theocracy = yes 
				# is_in_society = yes
				# has_job_title = job_spiritual
			# }
			# OR = {
				# culture = frankish
				# culture = occitan
			# }
			# OR = {
				# AND = { 
					# lower_real_tier_than = KING
					# has_portrait_property = { layer = 5 index = 4 } 
				# }
				# has_portrait_property = { layer = 5 index = 10 }
			# }
			# NOR = {
				# trait = dead_crown_hre #Dead kings don't have artifacts
				# trait = dead_crown_byzantine #Dead kings don't have artifacts
				# trait = dead_crown_pahlavi #Dead kings don't have artifacts
				# trait = dead_crown_fylkir #Dead kings don't have artifacts
				# trait = dead_crown_tengri_fylkir #Dead kings don't have artifacts
				# trait = dead_crown_finnish_fylkir #Dead kings don't have artifacts
				# trait = dead_crown_slavic_fylkir
				# trait = dead_crown_romuva_fylkir
				# trait = dead_crown_zun_fylkir
				# trait = dead_crown_west_african_fylkir
				# trait = dead_crown_aztec_fylkir
				# trait = augustus # Laurels
				# any_artifact = {
					# OR = {
						# artifact_type = crown_hre
						# artifact_type = crown_byzantine
						# artifact_type = crown_pahlavi
						# artifact_type = crown_fylkir
						# artifact_type = crown_tengri_fylkir
						# artifact_type = crown_finnish_fylkir
						# artifact_type = crown_slavic_fylkir
						# artifact_type = crown_romuva_fylkir
						# artifact_type = crown_zun_fylkir
						# artifact_type = crown_west_african_fylkir
						# artifact_type = crown_aztec_fylkir
						# artifact_type = iron_crown_of_lombardy
						# artifact_type = cursed_diamond_crown
					# }
					# is_artifact_equipped = yes 
				# }
			# }
		# }
	}
	1 = { # Military Helm 01
		factor = 0
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = {
			# factor = 0
			# OR = { 
				# is_theocracy = yes 
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = { has_portrait_property = { layer = 5 index = 10 } }
		# }
	}
	2 = { # Military Helm 02
		factor = 0
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = {
			# factor = 0
			# OR = { 
				# is_theocracy = yes 
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = { has_portrait_property = { layer = 5 index = 10 } }
		# }
	}
	3 = { # Military Helm 03
		factor = 0
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = {
			# factor = 0
			# OR = { 
				# is_theocracy = yes 
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = { has_portrait_property = { layer = 5 index = 10 } }
		# }
	}
	4 = { # Military Helm 04
		factor = 0
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = {
			# factor = 0
			# OR = { 
				# is_theocracy = yes 
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = { has_portrait_property = { layer = 5 index = 10 } }
		# }
	}
	5 = { # Count Accessories
		factor = 0
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = { 
				# has_portrait_property = { layer = 5 index = 4 } 
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# real_tier = count
				# spouse = { real_tier = count }
				# has_minor_title = title_prince
				# spouse = { has_minor_title = title_prince }
			# }
		# }
	}
	6 = { # Count Accessories
		factor = 0
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = { 
				# has_portrait_property = { layer = 5 index = 4 } 
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# real_tier = count
				# spouse = { real_tier = count }
				# has_minor_title = title_prince
				# spouse = { has_minor_title = title_prince }
			# }
		# }
	}
	7 = { # Count Accessories
		factor = 0
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = { 
				# has_portrait_property = { layer = 5 index = 4 } 
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# real_tier = count
				# spouse = { real_tier = count }
				# has_minor_title = title_prince
				# spouse = { has_minor_title = title_prince }
			# }
		# }
	}
	8 = { # Count Accessories
		factor = 0
		# hide_layers = { 1 = { } }
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = { 
				# has_portrait_property = { layer = 5 index = 4 } 
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# real_tier = count
				# spouse = { real_tier = count }
				# has_minor_title = title_prince
				# spouse = { has_minor_title = title_prince }
			# }
		# }
	}
	9 = { # Count Accessories
		factor = 0
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = { 
				# has_portrait_property = { layer = 5 index = 4 } 
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# real_tier = count
				# spouse = { real_tier = count }
				# has_minor_title = title_prince
				# spouse = { has_minor_title = title_prince }
			# }
		# }
	}
	10 = { # Duke Accessories
		factor = 0
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = { 
				# has_portrait_property = { layer = 5 index = 4 } 
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# real_tier = DUKE
				# spouse = { real_tier = DUKE }
				# is_vice_royalty = yes
			# }
		# }
	}
	11 = { # Duke Accessories
		factor = 0
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = { 
				# has_portrait_property = { layer = 5 index = 4 } 
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# real_tier = DUKE
				# spouse = { real_tier = DUKE }
				# is_vice_royalty = yes
			# }
		# }
	}
	12 = { # Duke Accessories
		factor = 0
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = { 
				# has_portrait_property = { layer = 5 index = 4 } 
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# real_tier = DUKE
				# spouse = { real_tier = DUKE }
				# is_vice_royalty = yes
			# }
		# }
	}
	13 = { # Duke Accessories
		factor = 0
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = { 
				# has_portrait_property = { layer = 5 index = 4 } 
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# real_tier = DUKE
				# spouse = { real_tier = DUKE }
				# is_vice_royalty = yes
			# }
		# }
	}
	14 = { # Duke Accessories
		factor = 0
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = { 
				# has_portrait_property = { layer = 5 index = 4 } 
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# real_tier = DUKE
				# spouse = { real_tier = DUKE }
				# is_vice_royalty = yes
			# }
		# }
	}
}

#p32 frankish Culture Overlayer - Female
32 = {
	0 = { # Blank
	factor = 100
		modifier = {
			factor = 100
			has_game_started = no
		}
		modifier = {
			factor = 100
			OR = { 
				is_theocracy = yes 
				is_in_society = yes
				is_merchant_republic = yes
			}
		}
		# modifier = {
			# factor = 100
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 10
			# has_game_started = yes
			# has_portrait_property = { layer = 5 index = 4 }
			# OR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		modifier = {
			factor = 100
			NOT = {
				has_dlc = "Holy Fury"
			}
		}
		# modifier = {
			# factor = 0
			# has_dlc = "Holy Fury"
			# has_game_started = yes
			# has_portrait_property = { layer = 5 index = 10 }
			# OR = {
				# culture = frankish
				# culture = occitan
			# }
			# NOR = { 
				# is_theocracy = yes 
				# is_in_society = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
				# has_job_title = job_marshal
				# has_job_title = job_spymaster
			# }
			# NOR = {
				# trait = dead_crown_hre #Dead kings don't have artifacts
				# trait = dead_crown_byzantine #Dead kings don't have artifacts
				# trait = dead_crown_pahlavi #Dead kings don't have artifacts
				# trait = dead_crown_fylkir #Dead kings don't have artifacts
				# trait = dead_crown_tengri_fylkir #Dead kings don't have artifacts
				# trait = dead_crown_finnish_fylkir #Dead kings don't have artifacts
				# trait = dead_crown_slavic_fylkir
				# trait = dead_crown_romuva_fylkir
				# trait = dead_crown_zun_fylkir
				# trait = dead_crown_west_african_fylkir
				# trait = dead_crown_aztec_fylkir
				# trait = augustus # Laurels
				# any_artifact = {
					# OR = {
						# artifact_type = crown_hre
						# artifact_type = crown_byzantine
						# artifact_type = crown_pahlavi
						# artifact_type = crown_fylkir
						# artifact_type = crown_tengri_fylkir
						# artifact_type = crown_finnish_fylkir
						# artifact_type = crown_slavic_fylkir
						# artifact_type = crown_romuva_fylkir
						# artifact_type = crown_zun_fylkir
						# artifact_type = crown_west_african_fylkir
						# artifact_type = crown_aztec_fylkir
						# artifact_type = iron_crown_of_lombardy
						# artifact_type = cursed_diamond_crown
					# }
					# is_artifact_equipped = yes 
				# }
			# }
		# }
		# modifier = {
			# factor = 0
			# has_dlc = "Holy Fury"
			# has_game_started = yes
			# is_in_society = no
			# has_portrait_property = { layer = 5 index = 10 }
			# OR = {
				# culture = frankish
				# culture = occitan
			# }
			# NOR = {
				# trait = dead_crown_hre #Dead kings don't have artifacts
				# trait = dead_crown_byzantine #Dead kings don't have artifacts
				# trait = dead_crown_pahlavi #Dead kings don't have artifacts
				# trait = dead_crown_fylkir #Dead kings don't have artifacts
				# trait = dead_crown_tengri_fylkir #Dead kings don't have artifacts
				# trait = dead_crown_finnish_fylkir #Dead kings don't have artifacts
				# trait = dead_crown_slavic_fylkir
				# trait = dead_crown_romuva_fylkir
				# trait = dead_crown_zun_fylkir
				# trait = dead_crown_west_african_fylkir
				# trait = dead_crown_aztec_fylkir
				# trait = augustus # Laurels
				# any_artifact = {
					# OR = {
						# artifact_type = crown_hre
						# artifact_type = crown_byzantine
						# artifact_type = crown_pahlavi
						# artifact_type = crown_fylkir
						# artifact_type = crown_tengri_fylkir
						# artifact_type = crown_finnish_fylkir
						# artifact_type = crown_slavic_fylkir
						# artifact_type = crown_romuva_fylkir
						# artifact_type = crown_zun_fylkir
						# artifact_type = crown_west_african_fylkir
						# artifact_type = crown_aztec_fylkir
						# artifact_type = iron_crown_of_lombardy
						# artifact_type = cursed_diamond_crown
					# }
					# is_artifact_equipped = yes 
				# }
			# }
		# }
		# modifier = {
			# factor = 0
			# has_dlc = "Holy Fury"
			# has_game_started = yes
			# NOR = { 
				# is_theocracy = yes 
				# is_in_society = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
				# has_job_title = job_marshal
				# has_job_title = job_spymaster
			# }
			# OR = {
				# culture = frankish
				# culture = occitan
			# }
			# is_ruler = no
			# spouse = { is_ruler = no }
			# OR = {
				# is_married = yes
				# any_spouse = { is_alive = no }
			# }
			# NOR = {
				# trait = dead_crown_hre #Dead kings don't have artifacts
				# trait = dead_crown_byzantine #Dead kings don't have artifacts
				# trait = dead_crown_pahlavi #Dead kings don't have artifacts
				# trait = dead_crown_fylkir #Dead kings don't have artifacts
				# trait = dead_crown_tengri_fylkir #Dead kings don't have artifacts
				# trait = dead_crown_finnish_fylkir #Dead kings don't have artifacts
				# trait = dead_crown_slavic_fylkir
				# trait = dead_crown_romuva_fylkir
				# trait = dead_crown_zun_fylkir
				# trait = dead_crown_west_african_fylkir
				# trait = dead_crown_aztec_fylkir
				# trait = augustus # Laurels
				# any_artifact = {
					# OR = {
						# artifact_type = crown_hre
						# artifact_type = crown_byzantine
						# artifact_type = crown_pahlavi
						# artifact_type = crown_fylkir
						# artifact_type = crown_tengri_fylkir
						# artifact_type = crown_finnish_fylkir
						# artifact_type = crown_slavic_fylkir
						# artifact_type = crown_romuva_fylkir
						# artifact_type = crown_zun_fylkir
						# artifact_type = crown_west_african_fylkir
						# artifact_type = crown_aztec_fylkir
						# artifact_type = iron_crown_of_lombardy
						# artifact_type = cursed_diamond_crown
					# }
					# is_artifact_equipped = yes 
				# }
			# }
		# }
	}
	1 = { # Military Helm 01
		factor = 0
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# OR = { 
				# is_theocracy = yes 
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = { has_portrait_property = { layer = 5 index = 10 } }
		# }
	}
	2 = { # Military Helm 02
		factor = 0
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = {
			# factor = 0
			# OR = { 
				# is_theocracy = yes 
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = { has_portrait_property = { layer = 5 index = 10 } }
		# }
	}
	3 = { # Military Helm 03
		factor = 0
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = {
			# factor = 0
			# OR = { 
				# is_theocracy = yes 
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = { has_portrait_property = { layer = 5 index = 10 } }
		# }
	}
	4 = { # Military Helm 04
		factor = 0
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = {
			# factor = 0
			# OR = { 
				# is_theocracy = yes 
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = { has_portrait_property = { layer = 5 index = 10 } }
		# }
	}
	5 = { # Duchess Accessories - Whole timeline
		factor = 0
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = { 
				# has_portrait_property = { layer = 5 index = 4 } 
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# real_tier = DUKE
				# spouse = { real_tier = DUKE }
				# is_vice_royalty = yes
			# }
		# }
	}
	6 = { # Duchess Accessories - Whole timeline
		factor = 0
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = { 
				# has_portrait_property = { layer = 5 index = 4 } 
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# real_tier = DUKE
				# spouse = { real_tier = DUKE }
				# is_vice_royalty = yes
			# }
		# }
	}
	7 = { # Duchess Accessories - Whole timeline
		factor = 0
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = { 
				# has_portrait_property = { layer = 5 index = 4 } 
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# real_tier = DUKE
				# spouse = { real_tier = DUKE }
				# is_vice_royalty = yes
			# }
		# }
	}
	8 = { # Duchess Accessories - Post-1180
		factor = 0
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = { year = 1180 }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = { 
				# has_portrait_property = { layer = 5 index = 4 } 
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# real_tier = DUKE
				# spouse = { real_tier = DUKE }
				# is_vice_royalty = yes
			# }
		# }
	}
	9 = { # Duchess Accessories - Post-1180
		factor = 0
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = { year = 1180 }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = { 
				# has_portrait_property = { layer = 5 index = 4 } 
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# real_tier = DUKE
				# spouse = { real_tier = DUKE }
				# is_vice_royalty = yes
			# }
		# }
	}
	10 = { # Countess Accessories - Whole timeline
		factor = 0
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = { 
				# has_portrait_property = { layer = 5 index = 4 } 
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# real_tier = count
				# spouse = { real_tier = count }
				# has_minor_title = title_prince
			# }
		# }
	}
	11 = { # Countess Accessories - Whole timeline
		factor = 0
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = { 
				# has_portrait_property = { layer = 5 index = 4 } 
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# real_tier = count
				# spouse = { real_tier = count }
				# has_minor_title = title_prince
			# }
		# }
	}
	12 = { # Countess Accessories - Post-1180
		factor = 0
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = { year = 1180 }
		# }
		# modifier = {
			# factor = 0
			# NOT = { 
				# has_portrait_property = { layer = 5 index = 4 } 
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# real_tier = count
				# spouse = { real_tier = count }
				# has_minor_title = title_prince
			# }
		# }
	}
	13 = { # Countess Accessories - Post-1180
		factor = 0
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = { year = 1180 }
		# }
		# modifier = {
			# factor = 0
			# NOT = { 
				# has_portrait_property = { layer = 5 index = 4 } 
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# real_tier = count
				# spouse = { real_tier = count }
				# has_minor_title = title_prince
			# }
		# }
	}
	14 = { # Countess Accessories - Post-1180
		factor = 0
		# hide_layers = { 33 = { } } #Veil overload.
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = { year = 1180 }
		# }
		# modifier = {
			# factor = 0
			# NOT = { 
				# has_portrait_property = { layer = 5 index = 4 } 
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# real_tier = count
				# spouse = { real_tier = count }
				# has_minor_title = title_prince
			# }
		# }
	}
	15 = { # Countess Accessories - Post-1180
		factor = 0
		# hide_layers = { 1 = { } }
		# hide_layers = { 33 = { } } #Veil overload.
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = { year = 1180 }
		# }
		# modifier = {
			# factor = 0
			# NOT = { 
				# has_portrait_property = { layer = 5 index = 4 } 
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# real_tier = count
				# spouse = { real_tier = count }
				# has_minor_title = title_prince
			# }
		# }
	}
	16 = { # Non-noble Pre-1180
		factor = 0
		# hide_layers = { 1 = { } }
		# hide_layers = { 33 = { } } #Veil overload.
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
				# has_job_title = job_marshal
				# has_job_title = job_spymaster
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# OR = {
				# is_ruler = yes
				# spouse = { is_ruler = yes }
			# }
		# }
		# modifier = {
			# factor = 10
			# piety = 100
		# }
		# modifier = {
			# factor = 0
			# year = 1180
		# }
	}
	17 = { # Non-noble Pre-1180
		factor = 0
		# hide_layers = { 1 = { } }
		# hide_layers = { 33 = { } } #Veil overload.
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
				# has_job_title = job_marshal
				# has_job_title = job_spymaster
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# OR = {
				# is_ruler = yes
				# spouse = { is_ruler = yes }
			# }
		# }
		# modifier = {
			# factor = 10
			# piety = 100
		# }
		# modifier = {
			# factor = 0
			# year = 1180
		# }
	}
	18 = { # Non-noble Pre-1180
		factor = 0
		# hide_layers = { 1 = { } }
		# hide_layers = { 33 = { } } #Veil overload.
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
				# has_job_title = job_marshal
				# has_job_title = job_spymaster
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# OR = {
				# is_ruler = yes
				# spouse = { is_ruler = yes }
			# }
		# }
		# modifier = {
			# factor = 10
			# piety = 100
		# }
		# modifier = {
			# factor = 0
			# year = 1180
		# }
	}
	19 = { # Non-noble Pre-1180
		factor = 0
		# hide_layers = { 1 = { } }
		# hide_layers = { 33 = { } } #Veil overload.
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
				# has_job_title = job_marshal
				# has_job_title = job_spymaster
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# OR = {
				# is_ruler = yes
				# spouse = { is_ruler = yes }
			# }
		# }
		# modifier = {
			# factor = 10
			# piety = 100
		# }
		# modifier = {
			# factor = 0
			# year = 1180
		# }
	}
	20 = { # Non-noble Post-1180
		factor = 0
		# hide_layers = { 33 = { } } #Veil overload.
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
				# has_job_title = job_marshal
				# has_job_title = job_spymaster
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# OR = {
				# is_ruler = yes
				# spouse = { is_ruler = yes }
			# }
		# }
		# modifier = {
			# factor = 10
			# piety = 100
		# }
		# modifier = {
			# factor = 0
			# NOT = { year = 1180 }
		# }
	}
	21 = { # Non-noble Post-1180
		factor = 0
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
				# has_job_title = job_marshal
				# has_job_title = job_spymaster
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# OR = {
				# is_ruler = yes
				# spouse = { is_ruler = yes }
			# }
		# }
		# modifier = {
			# factor = 10
			# piety = 100
		# }
		# modifier = {
			# factor = 0
			# NOT = { year = 1180 }
		# }
	}
	22 = { # Non-noble Post-1180
		factor = 0
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
				# has_job_title = job_marshal
				# has_job_title = job_spymaster
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# OR = {
				# is_ruler = yes
				# spouse = { is_ruler = yes }
			# }
		# }
		# modifier = {
			# factor = 10
			# piety = 100
		# }
		# modifier = {
			# factor = 0
			# NOT = { year = 1180 }
		# }
	}
	23 = { # Non-noble Post-1180
		factor = 0
		# hide_layers = { 1 = { } }
		# hide_layers = { 33 = { } } #Veil overload.
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
				# has_job_title = job_marshal
				# has_job_title = job_spymaster
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# OR = {
				# is_ruler = yes
				# spouse = { is_ruler = yes }
			# }
		# }
		# modifier = {
			# factor = 10
			# piety = 100
		# }
		# modifier = {
			# factor = 0
			# NOT = { year = 1180 }
		# }
	}
	24 = { # Non-noble Post-1180
		factor = 0
		# hide_layers = { 1 = { } }
		# hide_layers = { 33 = { } } #Veil overload.
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
				# has_job_title = job_marshal
				# has_job_title = job_spymaster
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
		# modifier = {
			# factor = 0
			# OR = {
				# is_ruler = yes
				# spouse = { is_ruler = yes }
			# }
		# }
		# modifier = {
			# factor = 10
			# piety = 100
		# }
		# modifier = {
			# factor = 0
			# NOT = { year = 1180 }
		# }
	}
}

#p33 frankish Culture Underlayer and Hair - Female
33 = {
	0 = { # Blank
		factor = 100
		modifier = {
			factor = 100
			has_game_started = no
		}
		modifier = {
			factor = 100
			OR = { 
				is_merchant_republic = yes
				is_theocracy = yes 
				is_in_society = yes
				has_job_title = job_spiritual
			}
		}
		modifier = {
			factor = 100
			NOT = { 
				has_dlc = "Holy Fury"
			}
		}
		# modifier = {
			# factor = 0
			# has_dlc = "Holy Fury"
			# has_game_started = yes
			# is_in_society = no
			# is_theocracy = no
			# NOR = {
				# is_merchant_republic = yes
				# is_theocracy = yes 
				# is_in_society = yes
				# has_job_title = job_spiritual
				# has_portrait_property = { layer = 5 index = 9 }
				# has_portrait_property = { layer = 5 index = 10 }
			# }
			# OR = {
				# higher_tier_than = BARON
				# spouse = { higher_tier_than = BARON }
			# }
			# OR = {
				# culture = frankish
				# culture = occitan
			# }
			# NOR = {
				# trait = dead_crown_hre #Dead kings don't have artifacts
				# trait = dead_crown_byzantine #Dead kings don't have artifacts
				# trait = dead_crown_pahlavi #Dead kings don't have artifacts
				# trait = dead_crown_fylkir #Dead kings don't have artifacts
				# trait = dead_crown_tengri_fylkir #Dead kings don't have artifacts
				# trait = dead_crown_finnish_fylkir #Dead kings don't have artifacts
				# trait = dead_crown_slavic_fylkir
				# trait = dead_crown_romuva_fylkir
				# trait = dead_crown_zun_fylkir
				# trait = dead_crown_west_african_fylkir
				# trait = dead_crown_aztec_fylkir
				# trait = augustus # Laurels
				# any_artifact = {
					# OR = {
						# artifact_type = crown_hre
						# artifact_type = crown_byzantine
						# artifact_type = crown_pahlavi
						# artifact_type = crown_fylkir
						# artifact_type = crown_tengri_fylkir
						# artifact_type = crown_finnish_fylkir
						# artifact_type = crown_slavic_fylkir
						# artifact_type = crown_romuva_fylkir
						# artifact_type = crown_zun_fylkir
						# artifact_type = crown_west_african_fylkir
						# artifact_type = crown_aztec_fylkir
						# artifact_type = iron_crown_of_lombardy
						# artifact_type = cursed_diamond_crown
					# }
					# is_artifact_equipped = yes 
				# }
			# }
		# }
	}
	1 = { # Empress / Queen Pre-1180
		factor = 0
		# hide_layers = { 1 = { } }
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# lower_real_tier_than = KING
			# spouse = { lower_real_tier_than = KING }
		# }
		# modifier = {
			# factor = 0
			# year = 1180
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
	}
	2 = { # Empress / Queen Pre-1180
		factor = 0
		# hide_layers = { 1 = { } }
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# lower_real_tier_than = KING
			# spouse = { lower_real_tier_than = KING }
		# }
		# modifier = {
			# factor = 0
			# year = 1180
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
	}
	3 = { # Empress / Queen Pre-1180
		factor = 0
		# hide_layers = { 1 = { } }
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# lower_real_tier_than = KING
			# spouse = { lower_real_tier_than = KING }
		# }
		# modifier = {
			# factor = 0
			# year = 1180
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
	}
	4 = { # Empress / Queen Pre-1180
		factor = 0
		# hide_layers = { 1 = { } }
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# lower_real_tier_than = KING
			# spouse = { lower_real_tier_than = KING }
		# }
		# modifier = {
			# factor = 0
			# year = 1180
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
	}
	5 = { # Empress / Queen Post-1180
		factor = 0
		# hide_layers = { 1 = { } }
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# lower_real_tier_than = KING
			# spouse = { lower_real_tier_than = KING }
		# }
		# modifier = {
			# factor = 0
			# NOT = { year = 1180 }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
	}
	6 = { # Empress / Queen Post-1180
		factor = 0
		# hide_layers = { 1 = { } }
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# lower_real_tier_than = KING
			# spouse = { lower_real_tier_than = KING }
		# }
		# modifier = {
			# factor = 0
			# NOT = { year = 1180 }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
	}
	7 = { # Empress / Queen Post-1180
		factor = 0
		# hide_layers = { 1 = { } }
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# lower_real_tier_than = KING
			# spouse = { lower_real_tier_than = KING }
		# }
		# modifier = {
			# factor = 0
			# NOT = { year = 1180 }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
	}
	8 = { # Empress / Queen Post-1180
		factor = 0
		# hide_layers = { 1 = { } }
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# lower_real_tier_than = KING
			# spouse = { lower_real_tier_than = KING }
		# }
		# modifier = {
			# factor = 0
			# NOT = { year = 1180 }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
	}
	9 = { # Duchess Whole Timeline
		factor = 0
		# hide_layers = { 1 = { } }
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# real_tier = DUKE
				# spouse = { real_tier = DUKE }
			# }
		# }
		# modifier = {
			# factor = 0
			# OR = {
				# higher_real_tier_than = DUKE
				# spouse = { higher_real_tier_than = DUKE }
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
	}
	10 = { # Duchess Whole Timeline
		factor = 0
		# hide_layers = { 1 = { } }
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# real_tier = DUKE
				# spouse = { real_tier = DUKE }
			# }
		# }
		# modifier = {
			# factor = 0
			# OR = {
				# higher_real_tier_than = DUKE
				# spouse = { higher_real_tier_than = DUKE }
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
	}
	11 = { # Duchess Whole Timeline
		factor = 0
		# hide_layers = { 1 = { } }
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society clothes.
			# factor = 0
			# OR = {
				# in_command = no 
				# has_game_rule = {
					# name = martial_headgear
					# value = off
				# }
			# }
			# is_in_society = yes
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# real_tier = DUKE
				# spouse = { real_tier = DUKE }
			# }
		# }
		# modifier = {
			# factor = 0
			# OR = {
				# higher_real_tier_than = DUKE
				# spouse = { higher_real_tier_than = DUKE }
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
	}
	12 = { # Duchess Post-1180
		factor = 0
		# hide_layers = { 1 = { } }
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# real_tier = DUKE
				# spouse = { real_tier = DUKE }
			# }
		# }
		# modifier = {
			# factor = 0
			# OR = {
				# higher_real_tier_than = DUKE
				# spouse = { higher_real_tier_than = DUKE }
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = { year = 1180 }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
	}
	13 = { # Duchess Post-1180
		factor = 0
		# hide_layers = { 1 = { } }
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# real_tier = DUKE
				# spouse = { real_tier = DUKE }
			# }
		# }
		# modifier = {
			# factor = 0
			# OR = {
				# higher_real_tier_than = DUKE
				# spouse = { higher_real_tier_than = DUKE }
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = { year = 1180 }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
	}
	14 = { # Countess Whole Timeline
		factor = 0
		# hide_layers = { 1 = { } }
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# real_tier = count
				# spouse = { real_tier = count }
				# has_minor_title = title_prince
			# }
		# }
		# modifier = {
			# factor = 0
			# OR = {
				# higher_real_tier_than = COUNT
				# spouse = { higher_real_tier_than = COUNT }
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
	}
	15 = { # Countess Whole Timeline
		factor = 0
		# hide_layers = { 1 = { } }
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# real_tier = count
				# spouse = { real_tier = count }
				# has_minor_title = title_prince
			# }
		# }
		# modifier = {
			# factor = 0
			# OR = {
				# higher_real_tier_than = COUNT
				# spouse = { higher_real_tier_than = COUNT }
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
	}
	16 = { # Countess Whole Timeline
		factor = 0
		# hide_layers = { 1 = { } }
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# real_tier = count
				# spouse = { real_tier = count }
				# has_minor_title = title_prince
			# }
		# }
		# modifier = {
			# factor = 0
			# OR = {
				# higher_real_tier_than = COUNT
				# spouse = { higher_real_tier_than = COUNT }
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
	}
	17 = { # Countess Post-1180
		factor = 0
		# hide_layers = { 1 = { } }
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# real_tier = count
				# spouse = { real_tier = count }
				# has_minor_title = title_prince
			# }
		# }
		# modifier = {
			# factor = 0
			# OR = {
				# higher_real_tier_than = COUNT
				# spouse = { higher_real_tier_than = COUNT }
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = { year = 1180 }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
	}
	18 = { # Countess Post-1180
		factor = 0
		# hide_layers = { 1 = { } }
		# modifier = {
			# factor = 0
			# has_game_started = no
		# }
		# modifier = {
			# factor = 0
			# NOT = {
				# has_dlc = "Holy Fury"
			# }
		# }
		# modifier = { #Incompatible with most society and religious clothes.
			# factor = 0
			# OR = { 
				# is_in_society = yes
				# is_theocracy = yes
				# is_merchant_republic = yes
				# has_job_title = job_spiritual
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# real_tier = count
				# spouse = { real_tier = count }
				# has_minor_title = title_prince
			# }
		# }
		# modifier = {
			# factor = 0
			# OR = {
				# higher_real_tier_than = COUNT
				# spouse = { higher_real_tier_than = COUNT }
			# }
		# }
		# modifier = {
			# factor = 0
			# NOT = { year = 1180 }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# culture = frankish
				# culture = occitan
			# }
		# }
	}
}

# p34 Special Helmets 
34 = {
	0 = { # blank
		factor = 100
		# modifier = { #Templar special headgear.
			# factor = 0
			# in_command = yes
			# has_game_rule = {
				# name = martial_headgear
				# value = on
			# }
			# religion = catholic
			# OR = {
				# has_landed_title = d_knights_templar 
				# has_landed_title = d_knights_hospitaler
				# has_landed_title = d_teutonic_order
				# has_landed_title = k_teutonic_state
				# has_landed_title = d_livonian_order
				# has_landed_title = d_knights_santiago
				# has_landed_title = d_knights_calatrava
				# liege = { has_landed_title = d_knights_templar }
				# liege = { has_landed_title = d_knights_hospitaler }
				# liege = { has_landed_title = d_teutonic_order }
				# liege = { has_landed_title = k_teutonic_state }
				# liege = { has_landed_title = d_livonian_order }
				# liege = { has_landed_title = d_knights_santiago }
				# liege = { has_landed_title = d_knights_calatrava }
			# }
		# }
		# modifier = { #Wearable Crown artifacts.
			# factor = 0
			# in_command = yes
			# has_game_rule = {
				# name = martial_headgear
				# value = on
			# }
			# OR = { 
				# any_artifact = { artifact_type = crown_crusader_king is_artifact_equipped = yes } 
				# any_artifact = { artifact_type = crown_winged_helmet is_artifact_equipped = yes } 
				# any_artifact = { artifact_type = crown_wrapped_helmet is_artifact_equipped = yes } 
			# }
		# }
	}
	1 = { #Templar special headgear.
		factor = 0
		# hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		# hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		# hide_layers = { 1 = { } } #Hide Hair.
		# hide_layers = { 3 = { } } #Hide Clothes.
		# hide_layers = { 18 = { } } #Hide layers with special crowns.
		# hide_layers = { 19 = { } } #Hide layers with special crowns.
		# hide_layers = { 31 = { } } #Veil overload.
		# hide_layers = { 32 = { } } 
		# hide_layers = { 33 = { } }
		# modifier = { 
			# factor = 0
			# NAND = {
				# in_command = yes
				# has_game_rule = {
					# name = martial_headgear
					# value = on
				# }
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# has_landed_title = d_knights_templar 
				# liege = { has_landed_title = d_knights_templar }
			# }
		# }
	}
	2 = {  #Crusader King helmet - Male.
		factor = 0
		# hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		# hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		# hide_layers = { 1 = { } } #Hide Hair.
		# hide_layers = { 18 = { } } #Hide layers with special crowns.
		# hide_layers = { 19 = { } } #Hide layers with special crowns.
		# hide_layers = { 3 = { } } #Hide Clothes.
		# hide_layers = { 31 = { } } #Veil overload.
		# hide_layers = { 32 = { } } 
		# hide_layers = { 33 = { } }
		# modifier = {
			# factor = 0
			# NOT = { 
				# any_artifact = {
					# artifact_type = crown_crusader_king
					# is_artifact_equipped = yes 
				# }
			# }
		# }
		# modifier = {
			# factor = 0
			# is_female = yes
		# }
		# modifier = { 
			# factor = 0
			# NAND = { 
				# in_command = yes 
				# has_game_rule = {
					# name = martial_headgear
					# value = on
				# }
			# }
		# }
	}
	3 = { #Crusader King helmet - Female.
		factor = 0
		# hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		# hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		# hide_layers = { 1 = { } } #Hide Hair.
		# hide_layers = { 3 = { } } #Hide Clothes.
		# hide_layers = { 18 = { } } #Hide layers with special crowns.
		# hide_layers = { 19 = { } } #Hide layers with special crowns.
		# hide_layers = { 31 = { } } #Veil overload.
		# hide_layers = { 32 = { } } 
		# hide_layers = { 33 = { } }
		# modifier = { 
			# factor = 0
			# NOT = { 
				# any_artifact = {
					# artifact_type = crown_crusader_king
					# is_artifact_equipped = yes 
				# }
			# }
		# }
		# modifier = {
			# factor = 0
			# is_female = no
		# }
		# modifier = { 
			# factor = 0
			# NAND = { 
				# in_command = yes 
				# has_game_rule = {
					# name = martial_headgear
					# value = on
				# }
			# }
		# }
	}
	4 = { #Hospitaler special headgear.
		factor = 0
		# hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		# hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		# hide_layers = { 1 = { } } #Hide Hair.
		# hide_layers = { 3 = { } } #Hide Clothes.
		# hide_layers = { 18 = { } } #Hide layers with special crowns.
		# hide_layers = { 19 = { } } #Hide layers with special crowns.
		# hide_layers = { 31 = { } } #Veil overload.
		# hide_layers = { 32 = { } } 
		# hide_layers = { 33 = { } }
		# modifier = { 
			# factor = 0
			# NAND = { 
				# in_command = yes 
				# has_game_rule = {
					# name = martial_headgear
					# value = on
				# }
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# has_landed_title = d_knights_hospitaler 
				# liege = { has_landed_title = d_knights_hospitaler }
			# }
		# }
	}
	5 = {  #Teuton special headgear.
		factor = 0
		# hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		# hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		# hide_layers = { 1 = { } } #Hide Hair.
		# hide_layers = { 3 = { } } #Hide Clothes.
		# hide_layers = { 18 = { } } #Hide layers with special crowns.
		# hide_layers = { 19 = { } } #Hide layers with special crowns.
		# hide_layers = { 31 = { } } #Veil overload.
		# hide_layers = { 32 = { } } 
		# hide_layers = { 33 = { } }
		# modifier = {
			# factor = 0
			# NAND = { 
				# in_command = yes 
				# has_game_rule = {
					# name = martial_headgear
					# value = on
				# }
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# has_landed_title = d_teutonic_order 
				# has_landed_title = k_teutonic_state 
				# liege = { has_landed_title = d_teutonic_order }
				# liege = { has_landed_title = k_teutonic_state }
			# }
		# }
	}
	6 = { #Wearable Winged Helmet
		factor = 0
		# hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		# hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		# hide_layers = { 1 = { } } #Hide Hair.
		# hide_layers = { 18 = { } } #Hide layers with special crowns.
		# hide_layers = { 19 = { } } #Hide layers with special crowns.
		# hide_layers = { 31 = { } } #Veil overload.
		# hide_layers = { 32 = { } } 
		# hide_layers = { 33 = { } }
		# modifier = { 
			# factor = 0
			# NOT = { 
				# any_artifact = {
					# artifact_type = crown_winged_helmet
					# is_artifact_equipped = yes 
				# }
			# }
		# }
		# modifier = { 
			# factor = 0
			# NAND = { 
				# in_command = yes 
				# has_game_rule = {
					# name = martial_headgear
					# value = on
				# }
			# }
		# }
	}
	7 = {  #Calatrava/Santiago special headgear.
		factor = 0
		# hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		# hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		# hide_layers = { 1 = { } } #Hide Hair.
		# hide_layers = { 3 = { } } #Hide Clothes.
		# hide_layers = { 18 = { } } #Hide layers with special crowns.
		# hide_layers = { 19 = { } } #Hide layers with special crowns.
		# hide_layers = { 31 = { } } #Veil overload.
		# hide_layers = { 32 = { } } 
		# hide_layers = { 33 = { } }
		# modifier = {
			# factor = 0
			# NAND = { 
				# in_command = yes 
				# has_game_rule = {
					# name = martial_headgear
					# value = on
				# }
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# has_landed_title = d_knights_santiago 
				# has_landed_title = d_knights_calatrava 
				# liege = { has_landed_title = d_knights_santiago }
				# liege = { has_landed_title = d_knights_calatrava }
			# }
		# }
	}
	8 = { #Wearable Wrapped Helmet
		factor = 0
		# hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		# hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		# hide_layers = { 1 = { } } #Hide Hair.
		# hide_layers = { 18 = { } } #Hide layers with special crowns.
		# hide_layers = { 19 = { } } #Hide layers with special crowns.
		# hide_layers = { 31 = { } } #Veil overload.
		# hide_layers = { 32 = { } } 
		# hide_layers = { 33 = { } }
		# modifier = { 
			# factor = 0
			# NOT = { 
				# any_artifact = {
					# artifact_type = crown_wrapped_helmet
					# is_artifact_equipped = yes 
				# }
			# }
		# }
		# modifier = { 
			# factor = 0
			# NAND = { 
				# in_command = yes 
				# has_game_rule = {
					# name = martial_headgear
					# value = on
				# }
			# }
		# }
	}
	9 = { #Livonian special headgear.
		factor = 0
		# hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		# hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		# hide_layers = { 1 = { } } #Hide Hair.
		# hide_layers = { 3 = { } } #Hide Clothes.
		# hide_layers = { 18 = { } } #Hide layers with special crowns.
		# hide_layers = { 19 = { } } #Hide layers with special crowns.
		# hide_layers = { 31 = { } } #Veil overload.
		# hide_layers = { 32 = { } } 
		# hide_layers = { 33 = { } }
		# modifier = {
			# factor = 0
			# NAND = { 
				# in_command = yes 
				# has_game_rule = {
					# name = martial_headgear
					# value = on
				# }
			# }
		# }
		# modifier = {
			# factor = 0
			# NOR = {
				# has_landed_title = d_livonian_order 
				# liege = { has_landed_title = d_livonian_order }
			# }
		# }
	}
}


# p35 Special Masks 
35 = {
	0 = { # blank
		factor = 100
		# modifier = {
			# factor = 0
			# any_artifact = {
				# OR = { #Different modifier since in this case being in command should not prevent you from wearing the mask.
					# artifact_type = crown_african_mask_1
					# artifact_type = crown_african_mask_2
					# artifact_type = crown_african_mask_3
					# artifact_type = crown_african_mask_4
					# artifact_type = crown_african_mask_5
					# artifact_type = crown_african_mask_6
					# artifact_type = crown_african_mask_7
					# artifact_type = crown_african_mask_8
				# }
				# is_artifact_equipped = yes 
			# }
		# }
	}

	1 = { 
		factor = 0
		# hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		# hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		# modifier = { #African Masks
			# factor = 0
			# NOT = { 
				# any_artifact = {
					# artifact_type = crown_african_mask_1
					# is_artifact_equipped = yes 
				# }
			# }
		# }
	}
	2 = { 
		factor = 0
		# hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		# hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		# modifier = { #African Masks
			# factor = 0
			# NOT = { 
				# any_artifact = {
					# artifact_type = crown_african_mask_2
					# is_artifact_equipped = yes 
				# }
			# }
		# }
	}
	3 = { 
		factor = 0
		# hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		# hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		# modifier = { #African Masks
			# factor = 0
			# NOT = { 
				# any_artifact = {
					# artifact_type = crown_african_mask_3
					# is_artifact_equipped = yes 
				# }
			# }
		# }
	}
	4 = { 
		factor = 0
		# hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		# hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		# modifier = { #African Masks
			# factor = 0
			# NOT = { 
				# any_artifact = {
					# artifact_type = crown_african_mask_4
					# is_artifact_equipped = yes 
				# }
			# }
		# }
	}
	5 = { 
		factor = 0
		# hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		# hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		# modifier = { #African Masks
			# factor = 0
			# NOT = { 
				# any_artifact = {
					# artifact_type = crown_african_mask_5
					# is_artifact_equipped = yes 
				# }
			# }
		# }
	}
	6 = { 
		factor = 0
		# modifier = { #African Masks
			# factor = 0
			# NOT = { 
				# any_artifact = {
					# artifact_type = crown_african_mask_6
					# is_artifact_equipped = yes 
				# }
			# }
		# }
	}
	7 = { 
		factor = 0
		# hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		# hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		# modifier = { #African Masks
			# factor = 0
			# NOT = { 
				# any_artifact = {
					# artifact_type = crown_african_mask_7
					# is_artifact_equipped = yes 
				# }
			# }
		# }
	}
	8 = { 
		factor = 0
		# hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		# hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		# modifier = { #African Masks
			# factor = 0
			# NOT = { 
				# any_artifact = {
					# artifact_type = crown_african_mask_8
					# is_artifact_equipped = yes 
				# }
			# }
		# }
	}
}

# p36 SPECIAL OVERLAYS
36 = {
	0 = { # blank
		factor = 100
		 modifier = {
			factor = 0
			is_unique_portrait = yes
		 }
	}
	1 = { #Patrick Stewart, with hair
		factor = 100
		modifier = {
			factor = 0
			NOT = {	trait = tiber_portrait }
		}
		modifier = {
			factor = 0
			age > 49
			age < 15
		}
	}
	2 = { #Patrick Stewart, without hair
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = tiber_portrait }
		}
		modifier = {
			factor = 0
			age <= 50
		}
	}
	3 = { #Sean Bean
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = martin_portrait }
		}
	}
	4 = { #Divayth Fyr
		factor = 100
		modifier = {
			factor = 0
			NOT = { character = 49700 }
		}
	}
	5 = { #Alfe
		factor = 100
		modifier = {
			factor = 0
			NOT = { character = 49701 }
		}
	}
	6 = { #Beyte
		factor = 100
		modifier = {
			factor = 0
			NOT = { character = 49702 }
		}
	}
	7 = { #Delte
		factor = 100
		modifier = {
			factor = 0
			NOT = { character = 49703 }
		}
	}
	8 = { #Uupse
		factor = 100
		modifier = {
			factor = 0
			NOT = { character = 49704 }
		}
	}
	9 = { #Yagrum
		factor = 100
		modifier = {
			factor = 0
			NOT = { character = 300499 }
		}
	}
	10 = { #Seeker - Hermaeus
		factor = 0
		#Awaiting conditions.
	}
	11 = { #Skaafin - Clavicus
		factor = 0
		#Awaiting conditions.
	}
	12 = { #Ogrim - Malacath
		factor = 0
		#Awaiting conditions.
	}
	13 = { #Herne - Hircine
		factor = 0
		#Awaiting conditions.
	}
	14 = { #Mazken - Sheogorath
		factor = 0
		#Awaiting conditions.
	}
	15 = { #Auroran - Meridia
		factor = 0
		#Awaiting conditions.
	}
	16 = { #Flesh Atronach - Namira
		factor = 0
		#Awaiting conditions.
	}
	17 = { #Pestilent-Harbinger - Peryite
		factor = 0
		#Awaiting conditions.
	}
	18 = { #Winged-Twilight - Azura
		factor = 0
		#Awaiting conditions.
	}
	19 = { #Knight of Order - Jigglypuff
		factor = 0
		#Awaiting conditions.
	}
	20 = { #Spiderkith - Mephala
		factor = 0
		#Awaiting conditions.
	}
	21 = { #Hunger - Boethiah
		factor = 0
		#Awaiting conditions.
	}
	22 = { #Auroran - Meridia
		factor = 0
		#Awaiting conditions.
	}
	23 = { #Hoarver - Vaermina
		factor = 0
		#Awaiting conditions.
	}
	24 = { #Wraith-of-Crows - Nocturnal
		factor = 0
		#Awaiting conditions.
	}
	25 = { #Shrike - Nocturnal
		factor = 0
		#Awaiting conditions.
	}
	26 = { #Xivilai - Mehrunes, Molag
		factor = 0
		#Awaiting conditions.
	}
}