# 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
		factor = 1

		# Warcraft
		modifier = {
			factor = 0
			OR = {
				religion_group = fel_group
				religion_group = necromancy_group
				religion_group = void_group
			}
		}
		
		castle_background_score = yes
	}

	1 = { # throne room
		factor = 50

		# Warcraft
		modifier = {
			factor = 0
			OR = {
				religion_group = fel_group
				religion_group = necromancy_group
				religion_group = void_group
			}
		}
		
		throne_room_background_score = yes
	}

	2 = { # dungeon
		factor = 100

		# Warcraft
		modifier = {
			factor = 0
			OR = {
				religion_group = fel_group
				religion_group = necromancy_group
				religion_group = void_group
			}
		}
		
		dungeon_background_score = yes
	}

	3 = { # forest
		factor = 1

		# Warcraft
		modifier = {
			factor = 0
			OR = {
				religion_group = fel_group
				religion_group = necromancy_group
				religion_group = void_group
			}
		}
		
		forest_background_score = yes
	}

	4 = { # bed
		factor = 100

		# Warcraft
		modifier = {
			factor = 0
			OR = {
				religion_group = fel_group
				religion_group = necromancy_group
				religion_group = void_group
			}
		}
		
		bed_background_score = yes
	}

	5 = { # secret room
		factor = 100

		# Warcraft
		modifier = {
			factor = 0
			OR = {
				religion_group = fel_group
				religion_group = necromancy_group
				religion_group = void_group
			}
		}
		
		secret_room_background_score = yes
	}

	6 = { # military camp
		factor = 100

		# Warcraft
		modifier = {
			factor = 0
			OR = {
				religion_group = fel_group
				religion_group = necromancy_group
				religion_group = void_group
			}
		}
		
		military_camp_background_score = yes
	}

	7 = { # church
		factor = 100

		# Warcraft
		modifier = {
			factor = 0
			OR = {
				religion_group = fel_group
				religion_group = necromancy_group
				religion_group = void_group
			}
		}
		
		church_background_score = yes
	}

	8 = { # desert
		factor = 5

		# Warcraft
		modifier = {
			factor = 0
			OR = {
				religion_group = fel_group
				religion_group = necromancy_group
				religion_group = void_group
			}
		}
		
		desert_background_score = yes
	}

	9 = { # steppe
		factor = 1

		# Warcraft
		modifier = {
			factor = 0
			OR = {
				religion_group = fel_group
				religion_group = necromancy_group
				religion_group = void_group
			}
		}
		
		steppe_background_score = yes
	}

	10 = { # ocean w ships
		factor = 10

		# Warcraft
		modifier = {
			factor = 0
			OR = {
				religion_group = fel_group
				religion_group = necromancy_group
				religion_group = void_group
			}
		}
		
		ocean_w_ships_background_score = yes
	}

	# Warcraft
	11 = { # fel castle
		factor = 1

		modifier = {
			factor = 0
			NOT = { religion_group = fel_group }
		}
		
		castle_background_score = yes
	}
	12 = { # fel dungeon
		factor = 100

		modifier = {
			factor = 0
			NOT = { religion_group = fel_group }
		}
		
		dungeon_background_score = yes
	}
	13 = { # fel forest
		factor = 1

		modifier = {
			factor = 0
			NOT = { religion_group = fel_group }
		}
		
		forest_background_score = yes
	}
	14 = { # fel military camp
		factor = 100

		modifier = {
			factor = 0
			NOT = { religion_group = fel_group }
		}
		
		military_camp_background_score = yes
	}
	15 = { # fel church
		factor = 100

		church_background_score = yes
	}
	16 = { # undead castle
		factor = 1

		modifier = {
			factor = 0
			NOT = { religion_group = necromancy_group }
		}
		
		castle_background_score = yes
	}
	17 = { # undead dungeon
		factor = 100

		modifier = {
			factor = 0
			NOT = { religion_group = necromancy_group }
		}
		
		dungeon_background_score = yes
	}
	18 = { # undead forest
		factor = 1

		modifier = {
			factor = 0
			NOT = { religion_group = necromancy_group }
		}
		
		forest_background_score = yes
	}
	19 = { # undead military camp
		factor = 100

		modifier = {
			factor = 0
			NOT = { religion_group = necromancy_group }
		}
		
		military_camp_background_score = yes
	}
	20 = { # undead church
		factor = 100

		modifier = {
			factor = 0
			NOT = { religion_group = necromancy_group }
		}
		
		church_background_score = yes
	}
	21 = { # void castle
		factor = 1

		modifier = {
			factor = 0
			NOT = { religion_group = void_group }
		}
		
		castle_background_score = yes
	}
	22 = { # void dungeon
		factor = 100

		modifier = {
			factor = 0
			NOT = { religion_group = void_group }
		}
		
		dungeon_background_score = yes
	}
	23 = { # void forest
		factor = 1

		modifier = {
			factor = 0
			NOT = { religion_group = void_group }
		}
		
		forest_background_score = yes
	}
	24 = { # void military camp
		factor = 100

		modifier = {
			factor = 0
			NOT = { religion_group = void_group }
		}
		
		military_camp_background_score = yes
	}
	25 = { # void church
		factor = 100

		modifier = {
			factor = 0
			NOT = { religion_group = void_group }
		}
		modifier = {
			factor = 0
			OR = {
				is_ruler = no
				is_theocracy = no
			}
		}
	}
}

# 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
		}
		
		# Warcraft
		# # Does not suit African females of a Western Culture
		# modifier = {
			# factor = 0
			# is_female = yes
			# graphical_culture = westafricangfx
			# NOT = { culture = manden }
			# NOT = { culture = ethiopian }
			# OR = {
				# higher_real_tier_than = count
				# spouse = { higher_real_tier_than = count }
				# has_minor_title = title_prince
			# }
		# }
		
		modifier = {
			factor = 100
			is_devout_chinese_buddhist_trigger = yes
		}
		modifier = {
			factor = 0
			follows_filial_piety_trigger = yes
		}
	}

	1 = { # Black Adder
		factor = 1
		
		# Warcraft
		# # Does not suit African females of a Western Culture
		# modifier = {
			# factor = 0
			# is_female = yes
			# graphical_culture = westafricangfx
			# NOT = { culture = manden }
			# NOT = { culture = ethiopian }
			# OR = {
				# higher_real_tier_than = count
				# spouse = { higher_real_tier_than = count }
				# has_minor_title = title_prince
			# }
		# }
	}
	
	2 = { # Page
		factor = 1
		
		# Warcraft
		# # Does not suit Western females with African style headgear
		# modifier = {
			# factor = 0
			# is_female = yes
			# OR = {
				# culture = manden
				# culture = ethiopian
			# }
			# NOT = { graphical_culture = westafricangfx }
			# NOT = { graphical_culture = muslimgfx }
			# OR = {
				# higher_real_tier_than = count
				# spouse = { higher_real_tier_than = count }
				# has_minor_title = title_prince
			# }
		# }
		# modifier = { 
			# factor = 0
			# is_female = yes
			# OR = {
				# is_married = yes
				# higher_tier_than = count
			# }
			# graphical_culture = westernslavicgfx
			# OR = {
				# culture = pommeranian
				# culture = bohemian
				# culture = polish
			# }
		# }
		# modifier = { 
			# factor = 0
			# is_female = yes
			# OR = {
				# is_married = yes
				# higher_tier_than = duke
			# }
			# graphical_culture = croat_southslavicgfx
			# culture = croatian
		# }
		# modifier = { 
			# factor = 0
			# is_female = yes
			# OR = {
				# is_married = yes
				# higher_tier_than = duke
			# }
			# OR = {
				# graphical_culture = serb_southslavicgfx
				# graphical_culture = magyargfx
			# }
			# OR = {
				# culture = serbian
				# culture = bulgarian
				# culture = romanian
				# culture = hungarian
			# }
		# }
	}

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

	4 = { # Long Straight
		factor = 1
		
		# Warcraft
		# # Does not suit Western females with African style headgear
		# modifier = {
			# factor = 0
			# is_female = yes
			# OR = {
				# culture = manden
				# culture = ethiopian
			# }
			# NOT = { graphical_culture = westafricangfx }
			# NOT = { graphical_culture = muslimgfx }
			# OR = {
				# higher_real_tier_than = count
				# spouse = { higher_real_tier_than = count }
				# has_minor_title = title_prince
			# }
		# }
		# modifier = { 
			# factor = 0
			# is_female = yes
			# OR = {
				# is_married = yes
				# higher_tier_than = count
			# }
			# graphical_culture = westernslavicgfx
			# OR = {
				# culture = pommeranian
				# culture = bohemian
				# culture = polish
			# }
		# }
		# modifier = { 
			# factor = 0
			# is_female = yes
			# OR = {
				# is_married = yes
				# higher_tier_than = duke
			# }
			# graphical_culture = croat_southslavicgfx
			# culture = croatian
		# }
		# modifier = { 
			# factor = 0
			# is_female = yes
			# OR = {
				# is_married = yes
				# higher_tier_than = duke
			# }
			# OR = {
				# graphical_culture = serb_southslavicgfx
				# graphical_culture = magyargfx
			# }
			# OR = {
				# culture = serbian
				# culture = bulgarian
				# culture = romanian
				# culture = hungarian
			# }
		# }
	}

	5 = { # Long Curly
		factor = 1
		
		# Warcraft
		# # Does not suit African females of a Western Culture
		# modifier = {
			# factor = 0
			# is_female = yes
			# graphical_culture = westafricangfx
			# NOT = { culture = manden }
			# NOT = { culture = ethiopian }
			# OR = {
				# higher_real_tier_than = count
				# spouse = { higher_real_tier_than = count }
				# has_minor_title = title_prince
			# }
		# }
		# modifier = { 
			# factor = 0
			# is_female = yes
			# OR = {
				# is_married = yes
				# higher_tier_than = count
			# }
			# graphical_culture = westernslavicgfx
			# OR = {
				# culture = pommeranian
				# culture = bohemian
				# culture = polish
			# }
		# }
		# modifier = { 
			# factor = 0
			# is_female = yes
			# OR = {
				# is_married = yes
				# higher_tier_than = duke
			# }
			# graphical_culture = croat_southslavicgfx
			# culture = croatian
		# }
		# modifier = { 
			# factor = 0
			# is_female = yes
			# OR = {
				# is_married = yes
				# higher_tier_than = duke
			# }
			# OR = {
				# graphical_culture = serb_southslavicgfx
				# graphical_culture = magyargfx
			# }
			# OR = {
				# culture = serbian
				# culture = bulgarian
				# culture = romanian
				# culture = hungarian
			# }
		# }
	}

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

		modifier = {
			factor = 50
			is_female = no
		}
		
		# Warcraft
		# # Does not suit Western females with African style headgear
		# modifier = {
			# factor = 0
			# is_female = yes
			# OR = {
				# culture = manden
				# culture = ethiopian
			# }
			# NOT = { graphical_culture = westafricangfx }
			# NOT = { graphical_culture = muslimgfx }
			# OR = {
				# higher_real_tier_than = count
				# spouse = { higher_real_tier_than = count }
				# has_minor_title = title_prince
			# }
		# }
		
		# Warcraft
		# # Does not suit African females of a Western Culture
		# modifier = {
			# factor = 0
			# is_female = yes
			# graphical_culture = westafricangfx
			# NOT = { culture = manden }
			# NOT = { culture = ethiopian }
			# OR = {
				# higher_real_tier_than = count
				# spouse = { higher_real_tier_than = count }
				# has_minor_title = title_prince
			# }
		# }
	}
	
	7 = {  # Short
		factor = 1
		
		# Warcraft
		# # Does not suit Western females with African style headgear
		# modifier = {
			# factor = 0
			# is_female = yes
			# OR = {
				# culture = manden
				# culture = ethiopian
			# }
			# NOT = { graphical_culture = westafricangfx }
			# NOT = { graphical_culture = muslimgfx }
			# OR = {
				# higher_real_tier_than = count
				# spouse = { higher_real_tier_than = count }
				# has_minor_title = title_prince
			# }
		# }
		
		# Warcraft
		# # Does not suit African females of a Western Culture
		# modifier = {
			# factor = 0
			# is_female = yes
			# graphical_culture = westafricangfx
			# NOT = { culture = manden }
			# NOT = { culture = ethiopian }
			# OR = {
				# higher_real_tier_than = count
				# spouse = { higher_real_tier_than = count }
				# has_minor_title = title_prince
			# }
		# }
	}
	
	8 = { # Short Curly
		factor = 1
	}
	
	9 = {  # Short Uncouth
		factor = 1
		
		# Warcraft
		# modifier = {
			# factor = 5
			# religion_group = pagan_group
		# }
		
		# Warcraft
		# # Does not suit Western females with African style headgear
		# modifier = {
			# factor = 0
			# is_female = yes
			# OR = {
				# culture = manden
				# culture = ethiopian
			# }
			# NOT = { graphical_culture = westafricangfx }
			# NOT = { graphical_culture = muslimgfx }
			# OR = {
				# higher_real_tier_than = count
				# spouse = { higher_real_tier_than = count }
				# has_minor_title = title_prince
			# }
		# }
		
		modifier = {
			factor = 0
			is_female = yes
			follows_filial_piety_trigger = yes
		}
	}
	
	10 = {  # Long Uncouth
		factor = 1
		
		# Warcraft
		# modifier = {
			# factor = 5
			# religion_group = pagan_group
		# }
		
		# Warcraft
		# # Does not suit Western females with African style headgear
		# modifier = {
			# factor = 0
			# is_female = yes
			# OR = {
				# culture = manden
				# culture = ethiopian
			# }
			# NOT = { graphical_culture = westafricangfx }
			# NOT = { graphical_culture = muslimgfx }
			# OR = {
				# higher_real_tier_than = count
				# spouse = { higher_real_tier_than = count }
				# has_minor_title = title_prince
			# }
		# }
		
		modifier = {
			factor = 0
			follows_filial_piety_trigger = yes
		}
		modifier = {
			factor = 0
			is_female = yes
			follows_filial_piety_trigger = yes
		}
		
		# Warcraft
		# modifier = { 
			# factor = 0
			# is_female = yes
			# OR = {
				# is_married = yes
				# higher_tier_than = count
			# }
			# graphical_culture = westernslavicgfx
			# OR = {
				# culture = pommeranian
				# culture = bohemian
				# culture = polish
			# }
		# }
		# modifier = { 
			# factor = 0
			# is_female = yes
			# OR = {
				# is_married = yes
				# higher_tier_than = duke
			# }
			# graphical_culture = croat_southslavicgfx
			# culture = croatian
		# }
		# modifier = { 
			# factor = 0
			# is_female = yes
			# OR = {
				# is_married = yes
				# higher_tier_than = duke
			# }
			# OR = {
				# graphical_culture = serb_southslavicgfx
				# graphical_culture = magyargfx
			# }
			# OR = {
				# culture = serbian
				# culture = bulgarian
				# culture = romanian
				# culture = hungarian
			# }
		# }
	}
	
	11 = { # Balding
		factor = 1
		modifier = {
			factor = 0.1
			is_female = no
			NOT = {
				age = 50
			}
		}
		modifier = {
			factor = 0
			is_female = yes
			follows_filial_piety_trigger = yes
		}
		
		# Warcraft
		# modifier = { 
			# factor = 0
			# is_female = yes
			# OR = {
				# is_married = yes
				# higher_tier_than = count
			# }
			# graphical_culture = westernslavicgfx
			# OR = {
				# culture = pommeranian
				# culture = bohemian
				# culture = polish
			# }
		# }
		# modifier = { 
			# factor = 0
			# is_female = yes
			# OR = {
				# is_married = yes
				# higher_tier_than = duke
			# }
			# graphical_culture = croat_southslavicgfx
			# culture = croatian
		# }
		# modifier = { 
			# factor = 0
			# is_female = yes
			# OR = {
				# is_married = yes
				# higher_tier_than = duke
			# }
			# OR = {
				# graphical_culture = serb_southslavicgfx
				# graphical_culture = magyargfx
			# }
			# OR = {
				# culture = serbian
				# culture = bulgarian
				# culture = romanian
				# culture = hungarian
			# }
		# }
	}
	
	12 = { # Marine
		factor = 1
		
		# Warcraft
		# # Does not suit Western females with African style headgear
		# modifier = {
			# factor = 0
			# is_female = yes
			# OR = {
				# culture = manden
				# culture = ethiopian
			# }
			# NOT = { graphical_culture = westafricangfx }
			# NOT = { graphical_culture = muslimgfx }
			# OR = {
				# higher_real_tier_than = count
				# spouse = { higher_real_tier_than = count }
				# has_minor_title = title_prince
			# }
		# }
		
		modifier = {
			factor = 0
			follows_filial_piety_trigger = yes
		}
		modifier = {
			factor = 0
			is_female = yes
			follows_filial_piety_trigger = yes
		}
		modifier = {
			factor = 2
			filial_piety_maiden_trigger = yes
		}
	}
	
	13 = { # Mohawk
		factor = 1
		modifier = {
			factor = 0
			follows_filial_piety_trigger = yes
		}
		modifier = {
			factor = 0
			is_female = yes
			follows_filial_piety_trigger = yes
		}
		modifier = {
			factor = 2
			filial_piety_maiden_trigger = yes
		}
		
		# Warcraft
		# modifier = {
			# factor = 0
			# graphical_culture = chinesegfx
			# OR = {
				# is_married = yes
				# is_ruler = yes
			# }
		# }
	}
	
	14 = { # Mohawk
		factor = 1
		modifier = {
			factor = 0
			follows_filial_piety_trigger = yes
		}
		modifier = {
			factor = 0
			is_female = yes
			follows_filial_piety_trigger = yes
		}
		modifier = {
			factor = 2
			filial_piety_maiden_trigger = yes
		}
		
		# Warcraft
		# modifier = {
			# factor = 0
			# graphical_culture = chinesegfx
			# OR = {
				# is_married = yes
				# is_ruler = yes
			# }
		# }
	}
	
	15 = { # Mohawk
		factor = 1
		
		# Warcraft
		# modifier = {
			# factor = 0
			# graphical_culture = chinesegfx
			# OR = {
				# is_married = yes
				# is_ruler = yes
			# }
		# }
	}
}

# p2 base
2 = {
}

# p3 clothes
3 = {
	
	0 = { # Royal clothes 1
		factor = 1
		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
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
				government = order_government
			}
			
			# Warcraft
			# NOT = { is_offmap_tag_including_dead = offmap_china }
		}
		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 }
			
			# Warcraft
			# NOT = { is_offmap_tag_including_dead = offmap_china }
		}
	}
	
	1 = { # Royal clothes 2
		factor = 1
		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
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
				government = order_government
			}
			
			# Warcraft
			# NOT = { is_offmap_tag_including_dead = offmap_china }
		}
		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 }
			
			# Warcraft
			# NOT = { is_offmap_tag_including_dead = offmap_china }
		}
	}
	
	2 = { # Royal clothes 3
		factor = 1
		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
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
				government = order_government
			}
			
			# Warcraft
			# NOT = { is_offmap_tag_including_dead = offmap_china }
		}
		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 }
			
			# Warcraft
			# NOT = { is_offmap_tag_including_dead = offmap_china }
		}
	}
	
	3 = { # Noble clothes 1
		factor = 1
		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
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
		}
		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 = 1
		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
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
		}
		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 = 1
		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
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
		}
		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 = 1
		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
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
		}
		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 }
			}
		}
		
		# Warcraft
		# modifier = {
			# factor = 10
			# is_ruler = yes
			# is_theocracy = yes
			# religion_group = pagan_group
		# }
	}
	7 = { # Modest clothes 2
		factor = 1
		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
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
		}
		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
		factor = 1
		modifier = {
			factor = 0
			OR = { #Prevent clothes switching on portrait refresh.
				has_portrait_property = { layer = 3 index = 6 }
				has_portrait_property = { layer = 3 index = 7 } 
			}
		}
		modifier = {
			factor = 0
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
		}
		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 }
			}
		}
	}
	9 = { # Shady clothes
		factor = 3
		modifier = {
			factor = 0
			
			# Warcraft
			# is_magic_class_trigger = no
			
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
		}
		modifier = {
			factor = 0
			prisoner = yes
		}
		modifier = {
			factor = 0
			OR = {
				government = order_government
				real_tier = king
				real_tier = emperor
				AND = {
					# Warcraft
					is_magic_class_trigger = no
					
					real_tier = duke
					any_demesne_title = {
						real_tier = baron
					}
				}
				spouse = { real_tier = king }
				spouse = { real_tier = emperor }
			}
		}
		modifier = {
			factor = 0

			# Warcraft
			is_magic_class_trigger = no

			NOT = { has_job_title = job_spymaster }
			OR = {
				government = order_government
				real_tier = duke
				NOT = { intrigue = 10 }
			}
		}

		# Warcraft
		modifier = {
			factor = 100
			is_magic_class_trigger = yes
		}

		# Warcraft	# Arthas stop wearing it, it looks weird on you
		modifier = {
			factor = 0
			character = 60003
		}
	}
	
	# Martial
	10 = {
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = shieldmaiden }
			NOT = { has_job_title  = job_marshal }
			NAND = { 
				has_minor_title = title_commander 
				is_ruler = no 
			}
			#NOT = { martial = 12 }
			NAND = { 
				in_command = yes 
				has_game_rule = {
					name = martial_headgear
					value = on
				}
			}
			NOR = {
				government = order_government
				
				# Warcraft
				# 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
			OR = {
				AND = {
					is_female = yes
					NOT = { trait = shieldmaiden }
					NOT = { has_minor_title = title_commander }
					NAND = { 
						in_command = yes 
						has_game_rule = {
							name = martial_headgear
							value = on
						}
					}
				}
			#	real_tier = king
			#	real_tier = emperor
				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
					}
					
					# Warcraft
					# 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
							# }
						# }
					# }
				}
				
				# Warcraft
				# AND = {
					# religion_group = christian
					# OR = {
						# AND = {
							# is_ruler = yes
							# is_theocracy = yes
						# }
						# has_job_title = job_spiritual
					# }
				# }
			}
		}
		modifier = {
			factor = 0
			chinese_martial_modifier_trigger = yes 
		}
		modifier = {
			factor = 0
			chinese_martial_2_modifier_trigger = yes 
		}
		modifier = {
			factor = 0
			chinese_generals_modifier_trigger = 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 = 100
		modifier = {
			factor = 0
			prisoner = no
		}
	}
	
	# Warcraft
	# # Chinese Martial Extension 1
	# 12 = {
		# factor = 99
		# modifier = {
			# factor = 0
			# chinese_generals_modifier_trigger = no
		# }
		# modifier = {
			# factor = 100 # This ensures that the reverse order check stays matched
			# has_portrait_property = { layer = 5 index = 12 }
		# }
	# }
	
	# Warcraft
	# # Chinese Martial Extension 2
	# 13 = {
		# factor = 99
		# modifier = {
			# factor = 0
			# chinese_martial_modifier_trigger = no
		# }
		# modifier = {
			# factor = 0
			# OR = { 
				# chinese_martial_2_modifier_trigger = yes
				# chinese_generals_modifier_trigger = yes
			# }
		# }
		# modifier = {
			# factor = 100 # This ensures that the reverse order check stays matched
			# has_portrait_property = { layer = 5 index = 13 }
		# }
	# }
	
	# Warcraft
	# # Chinese Martial Extension 3
	# 14 = {
		# factor = 99
		# modifier = {
			# factor = 0
			# chinese_generals_modifier_trigger = yes
		# }
		# modifier = {
			# factor = 0
			# chinese_martial_2_modifier_trigger = no
		# }
		# modifier = {
			# factor = 100 # This ensures that the reverse order check stays matched
			# has_portrait_property = { layer = 5 index = 14 }
		# }
	# }
}

# p4 beard
4 = {
	0 = {
		factor = 1
		
		# Warcraft
		# modifier = {
			# factor = 0
			# religion_group = muslim
			# NOT = { graphical_culture = muslimgfx }
		# }
		# modifier = {
			# factor = 30
			# OR = {
				# culture = greek
				# culture = italian
				# culture = roman
			# }
			# OR = {
				# religion_group = christian
				# religion = hellenic_pagan
				# religion = hellenic_pagan_reformed
			# }
		# #	OR = {
		# #		graphical_culture = southerngfx
		# #		graphical_culture = byzantinegfx
		# #	}
		# }
		# modifier = {
			# factor = 15
			# religion_group = christian
			# culture_group = iberian
			# OR = {
				# graphical_culture = southerngfx
				# graphical_culture = byzantinegfx
			# }
		# }
		
		modifier = {
			factor = 100
			is_devout_chinese_buddhist_trigger = yes
		}
		
		# Warcraft
		# modifier = {
			# factor = 100 #No longer bearded Ottavian.
			# character = 145290
		# }
		# modifier = { # frankish men less likely to wear beards after the 12th century, in stages 
			# factor = 5
			# year = 1100
		# }
		# modifier = { # frankish men less likely to wear beards after the 12th century, in stages 
			# factor = 15
			# year = 1150
		# }
		# modifier = { # frankish men less likely to wear beards after the 12th century, in stages 
			# factor = 30
			# year = 1200
		# }
	}
	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
		
		# Warcraft
		# modifier = {
			# factor = 5
			# religion_group = christian
			# culture_group = iberian
			# OR = {
				# graphical_culture = southerngfx
				# graphical_culture = byzantinegfx
			# }
		# }
	}
	10 = {
		factor = 1
		
		# Warcraft
		# modifier = {
			# factor = 0
			# religion_group = muslim
			# NOT = { graphical_culture = muslimgfx }
		# }
		# modifier = {
			# factor = 20
			# religion_group = christian
			# culture_group = iberian
			# OR = {
				# graphical_culture = southerngfx
				# graphical_culture = byzantinegfx
			# }
		# }
		# modifier = {
			# factor = 60
			# religion_group = christian
			# OR = {
				# culture = greek
				# culture = italian
			# }
			# OR = {
				# graphical_culture = southerngfx
				# graphical_culture = byzantinegfx
			# }
		# }
	}
	11 = {
		factor = 1
	}
	12 = {
		factor = 1
	}
	13 = {
		factor = 1
	}
	14 = {
		factor = 1
	}
}

# p5 headgear
5 = {
	# Imperial crown/Caliph turban
	0 = {
		factor = 100
		
		# Warcraft
		# hide_layers = { 31 = { } } #Prevent hedge-incompatibilities with Ducal French Overlayers.
		# hide_layers = { 32 = { } } #Prevent hedge-incompatibilities with Ducal French Overlayers.
		
		modifier = {
			factor = 0
			trait = saint 
		}
		modifier = {
			factor = 0
			NOT = { real_tier = emperor }
			NOT = { spouse = { real_tier = emperor } }
			
			# Warcraft
			# NOT = { is_offmap_tag_including_dead = offmap_china }
		}
		modifier = {
			factor = 0
			is_nomadic = yes 
			NOT = { 
				population = 10000
			}
		}
		modifier = { #Nomads marrying lowly pagans should not give them Imperial crowns, unless the spouse has enough population to warrant it.
			factor = 0
			spouse = { 
				is_nomadic = yes 
				real_tier = EMPEROR 
				NOT = { 
					population = 10000
				}
			}
			is_ruler = yes
			lower_tier_than = EMPEROR
		}
		modifier = {
			factor = 0
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
		}
		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
		}
		
		# Warcraft
		# 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
			} 
		}
		
		# Warcraft
		# 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
			
			# Warcraft
			# NOT = { is_offmap_tag_including_dead = offmap_china }
		}
		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
			}
			
			# Warcraft
			# NOT = { is_offmap_tag_including_dead = offmap_china }
		}
		modifier = {
			factor = 0
			song_dynasty_futou_trigger = yes
		}
		
		# Warcraft
		# modifier = {
			# factor = 0
			# has_landed_title = e_china_west_governor # Uses martial clothing instead
		# }
	}
	
	# Royal crown/turban 1
	1 = {
		factor = 1
		
		# Warcraft
		# hide_layers = { 31 = { } } #Prevent hedge-incompatibilities with Ducal French Overlayers.
		# hide_layers = { 32 = { } } #Prevent hedge-incompatibilities with Ducal French Overlayers.
		
		modifier = {
			factor = 0
			OR = { 
				has_portrait_property = { layer = 5 index = 2 }
				has_portrait_property = { layer = 5 index = 3 } 
			}
		}
		modifier = {
			factor = 0
			trait = saint 
		}
		modifier = {
			factor = 0
			NOT = { real_tier = king }
			NOT = { spouse = { real_tier = king } }
		}
		modifier = {
			factor = 0
			is_nomadic = yes 
			NOT = { 
				population = 5000
			}
		}
		modifier = { #Nomads marrying lowly pagans should not give them Imperial crowns unless proper population is met.
			factor = 0
			spouse = { 
				is_nomadic = yes 
				real_tier = KING 
				NOT = { 
					population = 5000
				}
			}
			is_ruler = yes
			lower_tier_than = KING
		}
		modifier = {
			factor = 0
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
		}
		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
		}
		
		# Warcraft
		# 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
			} 
		}
		
		# Warcraft
		# 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
			}
		}
	}

	# Royal crown/turban 2
	2 = {
		factor = 1
		
		# Warcraft
		# hide_layers = { 31 = { } } #Prevent hedge-incompatibilities with Ducal French Overlayers.
		# hide_layers = { 32 = { } } #Prevent hedge-incompatibilities with Ducal French Overlayers.
		
		modifier = {
			factor = 0
			OR = { 
				has_portrait_property = { layer = 5 index = 1 }
				has_portrait_property = { layer = 5 index = 3 } 
			}
		}
		modifier = {
			factor = 0
			trait = saint 
		}
		modifier = {
			factor = 0
			NOT = { real_tier = king }
			NOT = { spouse = { real_tier = king } }
		}
		modifier = {
			factor = 0
			is_nomadic = yes 
			NOT = { 
				population = 5000
			}
		}
		modifier = { #Nomads marrying lowly pagans should not give them Imperial crowns unless proper population is met.
			factor = 0
			spouse = { 
				is_nomadic = yes 
				real_tier = KING 
				NOT = { 
					population = 5000
				}
			}
			is_ruler = yes
			lower_tier_than = KING
		}
		modifier = {
			factor = 0
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
		}
		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
		}
		
		# Warcraft
		# 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
			} 
		}
		
		# Warcraft
		# 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
			}
		}
	}

	# Royal crown/turban 3
	3 = {
		factor = 1
		
		# Warcraft
		# hide_layers = { 31 = { } } #Prevent hedge-incompatibilities with Ducal French Overlayers.
		# hide_layers = { 32 = { } } #Prevent hedge-incompatibilities with Ducal French Overlayers.
		
		modifier = {
			factor = 0
			OR = { 
				has_portrait_property = { layer = 5 index = 1 } 
				has_portrait_property = { layer = 5 index = 2 }
			}
		}
		modifier = {
			factor = 0
			trait = saint 
		}
		modifier = {
			factor = 0
			NOT = { real_tier = king }
			NOT = { spouse = { real_tier = king } }
			NOT = { song_dynasty_futou_trigger = yes }
		}
		modifier = {
			factor = 0
			is_nomadic = yes 
			NOT = { 
				population = 5000
			}
		}
		modifier = { #Nomads marrying lowly pagans should not give them Imperial crowns unless proper population is met.
			factor = 0
			spouse = { 
				is_nomadic = yes 
				real_tier = KING 
				NOT = { 
					population = 5000
				}
			}
			is_ruler = yes
			lower_tier_than = KING
		}
		modifier = {
			factor = 0
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
		}
		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
		}
		
		# Warcraft
		# 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
			} 
		}
		
		# Warcraft
		# 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
			NOT = { song_dynasty_futou_trigger = yes }
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
			NOT = { song_dynasty_futou_trigger = yes }
		}
		modifier = {
			factor = 100
			song_dynasty_futou_trigger = yes
		}
	}

	# Simple golden band/turban
	4 = {
		factor = 1
		modifier = {
			factor = 0
			trait = saint 
		}
		
		# Warcraft
		# 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
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
		}
		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 = count }
			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 } }
			NOT = { spouse = { real_tier = count } }
		}
		
		# Warcraft
		# modifier = { #French Counts also wear the golden band.
			# factor = 0 
			# has_dlc = "Holy Fury"
			# NOT = { culture = frankish }
			# NOT = { culture = occitan }
			# lower_real_tier_than = DUKE
			# spouse = { lower_real_tier_than = DUKE }
		# }
		
		modifier = { #Otherwise go as normal.
			factor = 0 
			NOT = { has_dlc = "Holy Fury" }
			lower_real_tier_than = DUKE
			spouse = { lower_real_tier_than = DUKE }
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
	}

	# Common headgear 1 - hood
	5 = {
		factor = 1
		modifier = {
			factor = 0
			trait = saint 
		}
		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
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
		}
		modifier = {
			factor = 0
			trait = shieldmaiden
		}
		
		# Warcraft
		# modifier = {
			# factor = 10
			# is_ruler = yes
			# is_theocracy = yes
			# religion_group = pagan_group
		# }
		# modifier = {
			# factor = 2
			# is_female = yes
			# graphical_culture = westernslavicgfx
			# OR = {
				# culture = pommeranian
				# culture = bohemian
				# culture = polish
			# }
			# is_married = no
		# }
		# modifier = {
			# factor = 2
			# is_female = yes
			# graphical_culture = croat_southslavicgfx
			# culture = croatian
			# is_married = no
		# }
		# modifier = {
			# factor = 2
			# is_female = yes
			# OR = {
				# graphical_culture = serb_southslavicgfx
				# graphical_culture = magyargfx
			# }
			# OR = {
				# culture = serbian
				# culture = bulgarian
				# culture = romanian
				# culture = hungarian
			# }
			# is_married = no
		# }
		# modifier = { # Specific rules for frankish / Occitanian layering
			# factor = 0
			# NOT = {
				# french_courtier_overlayer_trigger = yes
			# }
		# }
	}
	
	# Common headgear 2 - hood
	6 = {
		factor = 1
		modifier = {
			factor = 0
			trait = saint 
		}
		modifier = {
			factor = 0
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
		}
		modifier = {
			factor = 0
			trait = shieldmaiden
		}
		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 }
			}
		}
		
		# Warcraft
		# modifier = { # Specific rules for frankish / Occitanian layering
			# factor = 0
			# has_dlc = "Holy Fury"
			# is_female = yes
			# OR = {
				# culture = frankish
				# culture = occitan
			# }
			# OR = {
				# is_ruler = yes
				# spouse = { is_ruler = yes }
			# }
			# OR = {
				# is_married = no
				# NOT = { age = 40 }
			# }
			# NOT = {
				# has_portrait_property = { layer = 3 index = 10 }
			# }
		# }
		# modifier = { # Specific rules for frankish / Occitanian layering
			# factor = 0
			# NOT = {
				# french_courtier_overlayer_trigger = yes
			# }
		# }
	}

	# Common headgear 3 - Red hat
	7 = {
		factor = 1
		modifier = {
			factor = 0
			trait = saint 
		}
		modifier = {
			factor = 0
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
		}
		modifier = {
			factor = 0
			trait = shieldmaiden
		}
		modifier = {
			factor = 0
			NOT = { trait = peasant_leader }
			NOT = { trait = heresiarch }
			OR = {
				NOT = { religion = orthodox }
				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 }
			}
		}
		
		# Warcraft
		# modifier = { # Specific rules for frankish / Occitanian layering
			# factor = 0
			# has_dlc = "Holy Fury"
			# is_female = yes
			# OR = {
				# culture = frankish
				# culture = occitan
			# }
			# OR = {
				# is_ruler = yes
				# spouse = { is_ruler = yes }
			# }
			# OR = {
				# is_married = no
				# NOT = { age = 40 }
			# }
			# NOT = {
				# has_portrait_property = { layer = 3 index = 10 }
			# }
		# }
		# modifier = { # Specific rules for frankish / Occitanian layering
			# factor = 0
			# NOT = {
				# french_courtier_overlayer_trigger = yes
			# }
		# }
	}
	
	# Common headgear 4 - hood
	8 = {
		factor = 1
		modifier = {
			factor = 0
			trait = saint 
		}
		modifier = {
			factor = 0
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
		}
		modifier = {
			factor = 0
			trait = shieldmaiden
		}
		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 }
			}
		}
		
		# Warcraft
		# modifier = {
			# factor = 0
			# is_female = yes
			# graphical_culture = westernslavicgfx
			# OR = {
				# culture = pommeranian
				# culture = bohemian
				# culture = polish
			# }
			# is_married = yes
		# }
		# modifier = {
			# factor = 0
			# is_female = yes
			# graphical_culture = croat_southslavicgfx
			# culture = croatian
			# is_married = yes
		# }
		# modifier = {
			# factor = 0
			# is_female = yes
			# OR = {
				# graphical_culture = serb_southslavicgfx
				# graphical_culture = magyargfx
			# }
			# OR = {
				# culture = serbian
				# culture = bulgarian
				# culture = romanian
				# culture = hungarian
			# }
			# is_married = yes
		# }
		# modifier = {
			# factor = 2
			# is_female = yes
			# graphical_culture = westernslavicgfx
			# OR = {
				# culture = pommeranian
				# culture = bohemian
				# culture = polish
			# }
			# is_married = no
		# }
		# modifier = {
			# factor = 2
			# is_female = yes
			# graphical_culture = croat_southslavicgfx
			# culture = croatian
			# is_married = no
		# }
		# modifier = {
			# factor = 2
			# is_female = yes
			# OR = {
				# graphical_culture = serb_southslavicgfx
				# graphical_culture = magyargfx
			# }
			# OR = {
				# culture = serbian
				# culture = bulgarian
				# culture = romanian
				# culture = hungarian
			# }
			# is_married = no
		# }
		# modifier = { # Specific rules for frankish / Occitanian layering
			# factor = 0
			# has_dlc = "Holy Fury"
			# is_female = yes
			# OR = {
				# culture = frankish
				# culture = occitan
			# }
			# OR = {
				# is_ruler = yes
				# spouse = { is_ruler = yes }
			# }
			# OR = {
				# is_married = no
				# NOT = { age = 40 }
			# }
			# NOT = {
				# has_portrait_property = { layer = 3 index = 10 }
			# }
		# }
		# modifier = { # Specific rules for frankish / Occitanian layering
			# factor = 0
			# NOT = {
				# french_courtier_overlayer_trigger = yes
			# }
		# }
	}

	# Shady headgear
	9 = {
		# Warcraft
		# hide_layers = { 31 = { } } #Veil overload.
		# hide_layers = { 32 = { } } 
		# hide_layers = { 33 = { } }
		
		factor = 3
		modifier = {
			factor = 0
			
			# Warcraft
			is_magic_class_trigger = no
			
			trait = saint 
		}
		modifier = {
			factor = 0
			
			# Warcraft
			# is_magic_class_trigger = no
			
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
		}
		modifier = {
			factor = 0
			OR = {
				real_tier = king
				real_tier = emperor
				AND = {
					# Warcraft
					is_magic_class_trigger = no
					
					real_tier = duke
					any_demesne_title = {
						real_tier = baron
					}
				}
				spouse = { real_tier = king }
				spouse = { real_tier = emperor }
			}
		}
		modifier = {
			factor = 0

			# Warcraft
			is_magic_class_trigger = no

			NOT = { has_job_title = job_spymaster }
			OR = {
				real_tier = duke
				NOT = { intrigue = 10 }
			}
		}

		# Warcraft
		modifier = {
			factor = 100
			is_magic_class_trigger = yes
		}

		# Warcraft	# Arthas stop wearing it, it looks weird on you
		modifier = {
			factor = 0
			character = 60003
		}
		modifier = { # Athael, patron character, doesn't wear it
			factor = 0
			character = 310390
		}
	}

	# Martial headgear
	10 = {
		factor = 100
		modifier = {
			factor = 0
			trait = saint 
		}
		modifier = {
			factor = 0
			OR = { 
				NOT = { has_portrait_property = { layer = 3 index = 10 } } 
				
				# Warcraft
				# 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
			trait = shieldmaiden
			NAND = { 
				in_command = yes 
				has_game_rule = {
					name = martial_headgear
					value = on
				}
			}
		}
	}

	# Blank
	11 = {
		factor = 3
		modifier = {
			factor = 20000
			trait = saint 
		}
		modifier = {
			factor = 20000
			trait = shieldmaiden
			NAND = { 
				in_command = yes 
				has_game_rule = {
					name = martial_headgear
					value = on
				}
			}
		}
		
		# Warcraft
		# 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
					# }
				# }
			# }
		# }
		
		modifier = {
			factor = 0
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
			NOT = { trait = saint }
		}
		modifier = {
			factor = 0
			NOT = { trait = saint }
			NOT = { is_republic = yes }
			NOT = { government = order_government }
			OR = {
				real_tier = emperor
				real_tier = king
				real_tier = duke
				has_minor_title = title_prince
				spouse = { 
					real_tier = emperor
					NOT = { is_republic = yes }
			 	}
				spouse = { 
					real_tier = king
					NOT = { is_republic = yes }
			 	}
				spouse = { 
					real_tier = duke
					NOT = { is_republic = yes }
			 	}
			}
		}
		
		# Warcraft
		# modifier = {
			# factor = 4
			# is_female = yes
			# graphical_culture = westernslavicgfx
			# OR = {
				# culture = pommeranian
				# culture = bohemian
				# culture = polish
			# }
			# is_married = no
		# }
		# modifier = {
			# factor = 4
			# is_female = yes
			# graphical_culture = croat_southslavicgfx
			# culture = croatian
			# is_married = no
		# }
		# modifier = {
			# factor = 4
			# is_female = yes
			# OR = {
				# graphical_culture = serb_southslavicgfx
				# graphical_culture = magyargfx
			# }
			# OR = {
				# culture = serbian
				# culture = bulgarian
				# culture = romanian
				# culture = hungarian
			# }
			# is_married = no
		# }
	}
	
	# Warcraft
	# # Chinese Martial Extension 1
	# 12 = {
		# factor = 100
		# modifier = {
			# factor = 0
			# trait = saint 
		# }
		# modifier = {
			# factor = 0
			# NOT = { has_portrait_property = { layer = 3 index = 12 } }
		# }
	# }
	
	# # Chinese Martial Extension 2
	# 13 = {
		# factor = 100
		# modifier = {
			# factor = 0
			# trait = saint 
		# }
		# modifier = {
			# factor = 0
			# NOT = { has_portrait_property = { layer = 3 index = 13 } }
		# }
	# }
	
	# # Chinese Martial Extension 3
	# 14 = {
		# factor = 100
		# modifier = {
			# factor = 0
			# trait = saint 
		# }
		# modifier = {
			# factor = 0
			# NOT = { has_portrait_property = { layer = 3 index = 14 } }
		# }
	# }
}

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

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

# p7 scars - Tier I
7 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			trait = scarred
			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 I
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_1
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred_mid
				trait = scarred_high
				NOT = { trait = scarred }
			}
		}
   	}

	2 = { # scar 2 - TIER I
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_2
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred_mid
				trait = scarred_high
				NOT = { trait = scarred }
			}
		}
   	}

	3 = { # scar 3 - TIER I
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_3
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred_mid
				trait = scarred_high
				NOT = { trait = scarred }
			}
		}
   	}

	4 = { # scar 4 - TIER I
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_4
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred_mid
				trait = scarred_high
				NOT = { trait = scarred }
			}
		}
   	}
	5 = { # scar 5 - TIER I
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_5
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred_mid
				trait = scarred_high
				NOT = { trait = scarred }
			}
		}
   	}
	6 = { # scar 6 - TIER I
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_6
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred_mid
				trait = scarred_high
				NOT = { trait = scarred }
			}
		}
   	}
	7 = { # scar 7 - TIER I
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_7
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred_mid
				trait = scarred_high
				NOT = { trait = scarred }
			}
		}
   	}
	8 = { # scar 8 - TIER I
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_8
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred_mid
				trait = scarred_high
				NOT = { trait = scarred }
			}
		}
   	}
	9 = { # scar 9 - TIER I
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_9
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred_mid
				trait = scarred_high
				NOT = { trait = scarred }
			}
		}
   	}
	10 = { # scar 10 - TIER I
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_10
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred_mid
				trait = scarred_high
				NOT = { trait = scarred }
			}
		}
   	}
}

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

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

# p9 boils
9 = {

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

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

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

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

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

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

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

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

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

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

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

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

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

	5 = { # white powder and rouge b
		factor = 1
	}
}

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

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

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

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

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

# Warcraft
# p18 dragon ages
18 = {
	0 = {
		factor = 1
		modifier = {
			factor = 0
			OR = {
				is_dragon_trigger = yes
				is_wyrm_trigger = yes
			}
		}
	}
	1 = {
		factor = 1
		modifier = {
			factor = 0
			is_dragon_trigger = no
		}
	}
	2 = {
		factor = 1
		modifier = {
			factor = 0
			is_wyrm_trigger = no
		}
	}
}

# Warcraft
# p19 Druid Forms
19 = {
	# Blank
	0 = {
		factor = 1
	}
	# Bear 1
	1 = {
		factor = 100
		trigger = {
			OR = { # Use his own portrait
				NOT = { character = 340008 }
				has_game_rule = { name = static_portraits value = disabled }
			}
			OR = {
				trait = bear_form
				trait = master_bear_form
			}
			has_character_flag = bear_form_1
		}
	}
	# Bear 2
	2 = {
		factor = 100
		trigger = {
			OR = { # Use his own portrait
				NOT = { character = 340008 }
				has_game_rule = { name = static_portraits value = disabled }
			}
			OR = {
				trait = bear_form
				trait = master_bear_form
			}
			has_character_flag = bear_form_2
		}
	}
	# Bear 3
	3 = {
		factor = 100
		trigger = {
			OR = { # Use his own portrait
				NOT = { character = 340008 }
				has_game_rule = { name = static_portraits value = disabled }
			}
			OR = {
				trait = bear_form
				trait = master_bear_form
			}
			has_character_flag = bear_form_3
		}
	}
	# Bear 4
	4 = {
		factor = 100
		trigger = {
			OR = { # Use his own portrait
				NOT = { character = 340008 }
				has_game_rule = { name = static_portraits value = disabled }
			}
			OR = {
				trait = bear_form
				trait = master_bear_form
			}
			has_character_flag = bear_form_4
		}
	}
	# Bear 5
	5 = {
		factor = 100
		trigger = {
			OR = { # Use his own portrait
				NOT = { character = 340008 }
				has_game_rule = { name = static_portraits value = disabled }
			}
			OR = {
				trait = bear_form
				trait = master_bear_form
			}
			has_character_flag = bear_form_5
		}
	}
	# Cat 1
	6 = {
		factor = 100
		trigger = {
			OR = {
				trait = cat_form
				trait = master_cat_form
			}
			has_character_flag = cat_form_1
		}
	}
	# Cat 2
	7 = {
		factor = 100
		trigger = {
			OR = {
				trait = cat_form
				trait = master_cat_form
			}
			has_character_flag = cat_form_2
		}
	}
	# Cat 3
	8 = {
		factor = 100
		trigger = {
			OR = {
				trait = cat_form
				trait = master_cat_form
			}
			has_character_flag = cat_form_3
		}
	}
	# Cat 4
	9 = {
		factor = 100
		trigger = {
			OR = {
				trait = cat_form
				trait = master_cat_form
			}
			has_character_flag = cat_form_4
		}
	}
	# Cat 5
	10 = {
		factor = 100
		trigger = {
			OR = {
				trait = cat_form
				trait = master_cat_form
			}
			has_character_flag = cat_form_5
		}
	}
	# Talon
	11 = {
		factor = 100
		trigger = {
			OR = {
				trait = talon_form
				trait = master_talon_form
			}
		}
	}
	# Stag 1
	12 = {
		factor = 100
		trigger = {
			trait = stag_form
			has_character_flag = stag_form_1
		}
	}
	# Stag 2
	13 = {
		factor = 100
		trigger = {
			trait = stag_form
			has_character_flag = stag_form_2
		}
	}
	# Wolf 1
	14 = {
		factor = 100
		trigger = {
			trait = pack_form
			has_character_flag = pack_form_1
		}
	}
	# Wolf 2
	15 = {
		factor = 100
		trigger = {
			trait = pack_form
			has_character_flag = pack_form_2
		}
	}
	# Wolf 3
	16 = {
		factor = 100
		trigger = {
			trait = pack_form
			has_character_flag = pack_form_3
		}
	}
	# Wolf 4
	17 = {
		factor = 100
		trigger = {
			trait = pack_form
			has_character_flag = pack_form_4
		}
	}
}

# Warcraft
# p20 Being overlay
20 = {
	# Blank
	0 = {
		factor = 1
		trigger = {
			is_dark_being_trigger = no
		}
	}
	# Undead frame
	1 = {
		factor = 1
		trigger = {
			trait = being_undead
		}
	}
	# Demon frame
	2 = {
		factor = 1
		trigger = {
			trait = being_demon
		}
	}
	# Void frame
	3 = {
		factor = 1
		trigger = {
			trait = being_void
		}
	}
}

# Warcraft
# p21 worgen_curse
21 = {
	0 = { # Blank
		factor = 1
		modifier = {
			factor = 0
			trait = worgen
		}
	}
	1 = {		# Male
		factor = 1
		modifier = {
			factor = 0
			NOT = { trait = worgen }
		}
		modifier = {
			factor = 0
			is_female = yes
		}
	}
	2 = {		# Female
		factor = 1
		modifier = {
			factor = 0
			NOT = { trait = worgen }
		}
		modifier = {
			factor = 0
			is_female = no
		}
	}
}

# Warcraft
# p22 old gods
22 = {
	0 = { # Blank
		factor = 1
		modifier = {
			factor = 0
			trait = creature_old_god
		}
	}
	1 = {		# C'thun
		factor = 1
		modifier = {
			factor = 0
			NOT = { character = 370000 }
		}
	}
	2 = {		# Yogg-Saron
		factor = 1
		modifier = {
			factor = 0
			NOT = { character = 370002 }
		}
	}
	3 = {		# Y'shaarj
		factor = 1
		modifier = {
			factor = 0
			NOT = { character = 370003 }
		}
	}
	4 = {		# N'zoth
		factor = 1
		modifier = {
			factor = 0
			NOT = { character = 370001 }
		}
	}
}

# Warcraft
# lore night elves
23 = {
	0 = { # Blank
		factor = 1
	}
	1 = {		# Malfurion
		factor = 100
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			character = 340008
			
			NOT = {
				trait = bear_form
				trait = master_bear_form
			}
			
			NOT = { trait = being_undead }
			NOT = { trait = being_demon }
		}
	}
	2 = {		# Malfurion Bear Form
		factor = 100
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			character = 340008
			
			OR = {
				trait = bear_form
				trait = master_bear_form
			}
		}
	}
	3 = {		# Tyrande
		factor = 100
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			character = 340003
			
			NOT = { trait = being_undead }
			NOT = { trait = being_demon }
		}
	}
	4 = {		# Tyrande NW not used
		factor = 0
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			character = 340003
		}
	}
	5 = {		# Maiev
		factor = 100
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			character = 340021
			
			NOT = { trait = being_undead }
			NOT = { trait = being_demon }
		}
	}
	6 = {		# Illidan
		factor = 100
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			character = 340009
			
			NOT = { trait = being_undead }
			NOT = { trait = being_demon }
		}
	}
	7 = {		# Demon Illidan
		factor = 100
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			character = 340009
			
			trait = being_demon
		}
	}
}

# Warcraft
# p24 dryads
24 = {
	0 = { # Blank
		factor = 1
	}
	1 = {		# Cenarius
		factor = 100
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			character = 410002
			
			NOT = { religion_group = void_group }
		}
	}
	2 = {		# Cenarius Nightmare
		factor = 100
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			character = 410002
			
			religion_group = void_group
		}
	}
}

# Warcraft
# p25 humans
25 = {
	0 = { # Blank
		factor = 1
	}
	1 = {		# Medivh
		factor = 100
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			character = 5000
			
			NOT = { trait = being_undead }
			NOT = { trait = being_demon }
		}
	}
	2 = {		## Medivh Evil
		factor = 100
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			character = 5000
			
			trait = being_demon
		}
	}
	3 = {		# Genn young
		factor = 100
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			character = 46001
			
			NOT = { trait = being_undead }
			NOT = { trait = being_demon }
			
			age >= 16
			age < 40
		}
	}
	4 = {		# Genn middle
		factor = 100
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			character = 46001
			
			NOT = { trait = being_undead }
			NOT = { trait = being_demon }
			
			age >= 40
			age < 60
		}
	}
	5 = {		# Genn old
		factor = 100
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			character = 46001
			
			NOT = { trait = being_undead }
			NOT = { trait = being_demon }
			
			age >= 60 
		}
	}
	6 = {		# Khadgar unused
		factor = 0
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			NOT = { trait = being_undead }
			NOT = { trait = being_demon }
			
			age > 60 
		}
	}
	7 = {		# Human Male Lich King
		factor = 100
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			is_female = no
			
			trait = lich_king
		}
	}
	8 = {		# Nathanos undead
		factor = 100
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			character = 60081
			
			trait = being_undead 
		}
	}
	9 = {		# Jaina young
		factor = 100
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			character = 48081
			
			NOT = { trait = being_undead }
			NOT = { trait = being_demon }
			
			age >= 16
			age < 40
		}
	}
	10 = {		# Jaina middle
		factor = 100
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			character = 48081
			
			NOT = { trait = being_undead }
			NOT = { trait = being_demon }
			
			age >= 40
			age < 60
		}
	}
	11 = {		# Jaina old
		factor = 100
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			character = 48081
			
			NOT = { trait = being_undead }
			NOT = { trait = being_demon }
			
			age >= 60 
		}
	}
}

# Warcraft
# p26 high elves
26 = {
	0 = {
		factor = 1
	}
	1 = {		# Sylvanas
		factor = 100
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			character = 42076
			
			trait = being_undead
		}
	}
	2 = {		# Alleria
		factor = 100
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			character = 42086
			
			NOT = { trait = being_undead }
			NOT = { trait = being_demon }
		}
	}
	3 = {		# Lor'themar one eyed
		factor = 100
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			NOT = { trait = creature_blood_elf }
			character = 42075
			
			NOT = { trait = being_undead }
			NOT = { trait = being_demon }
			trait = one_eyed
		}
	}
	4 = {		# Lor'themar one eyed green eyes
		factor = 100
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			trait = creature_blood_elf
			character = 42075
			
			NOT = { trait = being_undead }
			NOT = { trait = being_demon }
			trait = one_eyed
		}
	}
	5 = {		# Lor'themar
		factor = 100
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			NOT = { trait = creature_blood_elf }
			character = 42075
			
			NOT = { trait = being_undead }
			NOT = { trait = being_demon }
			NOT = { trait = one_eyed }
		}
	}
	6 = {		# Lor'themar green eyes
		factor = 100
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			trait = creature_blood_elf
			character = 42075
			
			NOT = { trait = being_undead }
			NOT = { trait = being_demon }
			NOT = { trait = one_eyed }
		}
	}
}
# Warcraft
# p27 demons
27 = {
	0 = {
		factor = 1
	}
	1 = {		# Archimonde
		factor = 100
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			trait = archimonde_trait
			
		}
	}
	2 = {		# Kil'jaeden
		factor = 100
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			trait = kiljaeden_trait
		}
	}
}
# Warcraft
# p28 vrykul
28 = {
	0 = {
		factor = 1
	}
	1 = {		# Alive
		factor = 100
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			trait = ymiron_trait
			NOT = { trait = being_undead }
			NOT = { trait = being_demon }
		}
	}
	2 = {		# Undead
		factor = 100
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			trait = ymiron_trait
			trait = being_undead
		}
	}
	3 = {		# Demon
		factor = 100
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			trait = ymiron_trait
			trait = being_demon
		}
	}
	4 = {		# Gorak Tul
		factor = 100
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			trait = gorak_tul_trait
		}
	}
}
# Warcraft
# p29 Titanic Keepers
29 = {
	0 = {
		factor = 1
	}
	1 = {		# Loken
		factor = 100
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			character = 400501
		}
	}
	2 = {		# Freya
		factor = 100
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			character = 400504
		}
	}
	3 = {		# Thorim
		factor = 100
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			character = 400502
		}
	}
	4 = {		# Hodir
		factor = 100
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			character = 400503
		}
	}
	5 = {		# Ra-Den
		factor = 100
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			character = 400508
		}
	}
}
#p30 tattoos
30 = {
	#Blank
	0 = {
		factor = 1
	}
	1 = {
		factor = 100
		trigger = {
			trait = tattoos_1
		}
	}
	2 = {
		factor = 100
		trigger = {
			trait = tattoos_2
		}
	}
	3 = {
		factor = 100
		trigger = {
			trait = tattoos_3
		}
	}
	4 = {
		factor = 100
		trigger = {
			trait = tattoos_4
		}
	}
	5 = {
		factor = 100
		trigger = {
			trait = tattoos_5
		}
	}
	6 = {
		factor = 100
		trigger = {
			trait = tattoos_6
		}
	}
	7 = {
		factor = 100
		trigger = {
			trait = tattoos_7
		}
	}
	8 = {
		factor = 100
		trigger = {
			trait = tattoos_8
		}
	}
}
#p31
#Mogu static portraits
31 = {
	#Blank
	0 = {
		factor = 1
	}
	#Lei Shen
	1 = {
		factor = 100
		trigger = {
			has_game_rule = { name = static_portraits value = enabled }
			
			trait = thunder_king_trait
		}
	}
}
#p32
#Nathrezim wink
32 = {
	#Blank
	0 = {
		factor = 1
	}
	#Wink
	1 = {
		factor = 100
		trigger = {
			OR = {	
				trait = lustful
				trait = seductress
				trait = hedonist
			}
		}
	}
}
#p33
#Nathrezim whip
33 = {
	#Blank
	0 = {
		factor = 1
	}
	#Sword
	1 = {
		factor = 100
		trigger = {
			OR = {
				in_command = yes
				has_job_title = job_marshal
			}
		}
	}
	#Whip
	2 = {
		factor = 100
		trigger = {
			OR = {	
				trait = hedonist
				trait = impaler
				trait = cruel
			}
		}
	}
	#Dagger
	3 = {
		factor = 100
		trigger = {
			OR = {	
				trait = schemer
				trait = elusive_shadow
				trait = intricate_webweaver
				has_job_title = job_spymaster
				intrigue >= 20 
			}
		}
	}
	#Book
	4 = {
		factor = 100
		trigger = {
			OR = {	
				trait = scholar
				trait = mastermind_theologian
				trait = scholarly_theologian
				has_job_title = job_spiritual
				trait = zealous
				is_priest = yes
			}
		}
	}
	#Sword
	5 = {
		factor = 100
		trigger = {
			OR = {
				trait = skilled_tactician
				trait = brilliant_strategist
				martial >= 25 
			}
		}
	}
	#Coin Purse
	6 = {
		factor = 100
		trigger = {
			OR = {
				trait = fortune_builder
				trait = midas_touched
				has_job_title = job_treasurer
				stewardship >= 20 
			}
		}
	}
	#Hermetic
	7 = {
		factor = 100
		trigger = {
			society_member_of = hermetics
		}
	}
}
#p34
#Nathrezim necklace
34 = {
	#Blank
	0 = {
		factor = 1
	}
	#Heart Pendant
	1 = {
		factor = 100
		trigger = {
			OR = {	
				trait = chaste
				trait = kind
				trait = patient
			}
		}
	}
	#Holy Light Pendant
	2 = {
		factor = 100
		trigger = {
			religion_group = light_group

			NOT = { trait = cynical }

			AND = {				
				OR = {	
					trait = zealous
					trait = temperate
					trait = honest
					is_priest = yes
					has_job_title = job_spiritual
				}
			}
		}
	}
}
#p35
#Nathrezim male headgear
35 = {
	#Blank
	0 = {
		factor = 1
	}
	
	#Emperor Crown
	1 = {
		factor = 100
		trigger = {
			primary_title = {
    				higher_tier_than = king
			}
				religion_group = light_group	
		}
	}
	#King Crown
	2 = {
		factor = 100
		trigger = {
			primary_title = {
    				higher_tier_than = duke
			}	
		}
	}
}
#p36
#Nathrezim male helmets
36 = {
	#Blank
	0 = {
		factor = 1
	}
	#King Commander
	1 = {
		factor = 100
		trigger = {
			primary_title = {
    				higher_tier_than = duke
			}

			trait = creature_lothraxim
			
			AND = {				
				OR = {	
					has_job_title = job_marshal
					in_command = yes
				}
			}
		}
	}
	#Commander Count or Duke Ai
	2 = {
		factor = 100
		trigger = {
			primary_title = {
    				lower_tier_than = king
			}

			trait = creature_lothraxim

			ai = yes
		 
			AND = {
				OR = {	
					has_job_title = job_marshal
					in_command = yes
					trait = brilliant_strategist
					martial >= 25
				}
			}	
		}
	}
	#Commander Count or Duke Player
	3 = {
		factor = 100
		trigger = {
			primary_title = {
    				lower_tier_than = king
			}

			trait = creature_lothraxim

			ai = no
		 
			AND = {
				OR = {	
					has_job_title = job_marshal
					in_command = yes
				}
			}	
		}
	}
	#Commander Courtier
	4 = {
		factor = 100
		trigger = {
			is_landed = no

			trait = creature_lothraxim
		 
			AND = {
				OR = {	
					has_job_title = job_marshal
					in_command = yes
					trait = brilliant_strategist
					martial >= 25
				}
			}	
		}
	}
}
#p37
#Nathrezim male professions
37 = {
	#Blank
	0 = {
		factor = 1
	}
	#King Contemplative
	1 = {
		factor = 100
		trigger = {
			primary_title = {
    				higher_tier_than = duke
			}

			independent = yes

			NOT = { trait = cruel }
			NOT = { trait = slothful }
			NOT = { trait = wroth }
			NOT = { trait = greedy }

			AND = {				
				OR = {	
					trait = diligent
					trait = just
					trait = shrewd
				}
			}
		}
	}
	#Steward
	2 = {
		factor = 100
		trigger = {
			OR = {	
				has_job_title = job_treasurer
				trait = midas_touched
				stewardship >= 20
			}	
		}
	}
	#Diplomat
	3 = {
		factor = 100
		trigger = {
			OR = {	
				has_job_title = job_chancellor
				trait = grey_eminence
				diplomacy >= 20
			}	
		}
	}
	#Scholar
	4 = {
		factor = 100
		trigger = {
			OR = {	
				trait = scholar
				trait = mastermind_theologian
				trait = scholarly_theologian
				has_job_title = job_spiritual
				society_member_of = hermetics
				is_priest = yes
				learning >= 25
			}	
		}
	}
}
#p38
#Nathrezim female headgear
38 = {
	#Blank
	0 = {
		factor = 1
	}
	#Queen Crown
	1 = {
		factor = 100
		trigger = {
			primary_title = {
    				higher_tier_than = duke
			}			
		}
	}
	#Queen Consort Crown
	2 = {
		factor = 100
		trigger = {
			spouse = {
				primary_title = {
    					higher_tier_than = duke
				}
			}			
		}
	}
}
#p39
#Nathrezim male expression
39 = {
	#Blank
	0 = {
		factor = 1
	}
	#Wrothful
	1 = {
		factor = 100
		trigger = {
			trait = wroth			
		}
	}
	#Content Smile
	2 = {
		factor = 100
		trigger = {
			AND = {
				OR = {
					trait = content
					trait = kind
				}
				NOT = {
					trait = wroth
				}
			}
		}
	}
}
#p40
#Young Lothraxim Male Portrait
40 = {
	#Normal
	0 = {
		factor = 1
	}
	#Lothraxus
	1 = {
		factor = 100
		trigger = {
			character = 430700			
		}
	}
}
#p41
#Young Sarielle Portrait
41 = {
	#Blank
	0 = {
		factor = 1
	}
	#Sarielle
	1 = {
		factor = 100
		trigger = {
			has_character_flag = is_sarielle			
		}
	}
}