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# WARNING: IF YOU DON'T ADD NEW TRAITS LAST (IN THE LAST READ TRAIT FILE), IT WILL BREAK OLD SAVE GAMES!
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eunuch = {
	sex_appeal_opinion = -20
	fertility = -50.0

	customizer = no
	
	cannot_marry = yes
	cannot_inherit = yes
}

blinded = {
	sex_appeal_opinion = -10
	martial = -6
	stewardship = -2
	intrigue = -2
	health = -1
	
	customizer = no
	
	blinding = yes
}

# Hard coded to be given correctly and affect inheritance laws in the ERE
born_in_the_purple = {
	customizer = no
	
	vassal_opinion = 10
	monthly_character_prestige = 0.5
}

augustus = {
	customizer = no
	
	vassal_opinion = 15
	monthly_character_prestige = 0.5
}

flat_terrain_leader = {
	leader = yes
	random = no
	
	command_modifier = {
		terrain = plains
		terrain = farmlands
		terrain = steppe
	}
}

rough_terrain_leader = {
	leader = yes
	random = no
	
	command_modifier = {
		terrain = forest
		terrain = hills
	}
}

mountain_terrain_leader = {
	leader = yes
	random = no
	
	command_modifier = {
		terrain = mountain
	}
}

desert_terrain_leader = {
	leader = yes
	random = no
	
	command_modifier = {
		terrain = desert
	}
}

holy_warrior = {
	leader = yes
	
	command_modifier = {
		religious_enemy = 0.3
		morale_defence = 0.1
		damage = -0.1
	}
}

unyielding_leader = {
	leader = yes
	
	command_modifier = {
		morale_defence = 0.2
		defence = 0.1
	}
}

has_aztec_disease = {
	is_epidemic = yes
	is_illness = yes
	
	sex_appeal_opinion = -30
	
	diplomacy = -1
	stewardship = -1
	martial = -1
	intrigue = -1
	learning = -1
	
	health = -3
	fertility = -0.2
	
	customizer = no
}

child_of_consort = {
	diplomacy = -1

	customizer = no
}

peasant_leader = {
	diplomacy = -5
	
	same_opinion = 50
	
	vassal_opinion = -20

	rebel_inherited = yes
	customizer = no
}

heresiarch = {
	infidel_opinion = -30
	
	same_religion_opinion = 50
	
	rebel_inherited = yes
	customizer = no
	religious = yes
}

berserker = {
	potential = {
		religion_group = outlaw_group
	}
	martial = 4
	diplomacy = -2
	
	same_opinion = 20
	
	ai_rationality = -5
}

varangian = {
	martial = 2
	diplomacy = 1
	
	same_opinion = 20
	
	customizer = no
}

# These two have been repurposed
saoshyant = {
	general_opinion = -50
	
	monthly_character_prestige = 2
	monthly_character_piety = -1
	
	customizer = no
}

saoshyant_descendant = {
	general_opinion = -25
	
	monthly_character_prestige = 1
	monthly_character_piety = -0.5
	
	customizer = no
}

viking = {
	potential = {
		religion_group = outlaw_group
	}
	martial = 1
	monthly_character_prestige = 0.3
	same_religion_opinion = 15
	
	same_opinion = 10
	religious = yes
}

monk = {
	potential = {
		is_ruler = no
		is_female = no
	}
	
	monthly_character_piety = 0.3
	same_religion_opinion = 10
	
	religious = yes # Lost immediately on religion change
	cannot_marry = yes
	cannot_inherit = yes
	customizer = no
	random = no
}

nun = {
	potential = {
		is_ruler = no
		is_female = yes
	}
	
	monthly_character_piety = 0.3
	same_religion_opinion = 10
	
	religious = yes # Lost immediately on religion change
	cannot_marry = yes
	cannot_inherit = yes
	customizer = no
	random = no
}

# religious_group pilgrim while doing pilgrimage
on_pilgrimage = {
	potential = {
		religion_group = religious_group
		NOT = { trait = pilgrim }
	}
	
	cached = yes    # Keep a cache of all trait holders, to use with the corresponding event trigger 
	
	monthly_character_piety = 0.2
	same_religion_opinion = 10
	
	pilgrimage = yes    # Will need a regent, but can still be guardian to children
	customizer = no
}

# Babies can be born sickly
sickly = {
	is_health = yes
	is_illness = yes
	
	potential = {
		NOT = { age = 6 }
	}
	
	health = -2.5
	
	customizer = no
	random = no
}

mutazilite = {
	learning = 5
	
	religious = yes # Lost immediately on religion change
	
	opposites =  {
		ashari
	}
	
	same_opinion = 25
	opposite_opinion = -50
	
	customizer = no
	random = no
}

ashari = {
	monthly_character_piety = 1
	
	religious = yes # Lost immediately on religion change
	
	opposites =  {
		mutazilite
	}
	
	same_opinion = 25
	opposite_opinion = -50
	
	customizer = no
	random = no
}

narrow_flank_leader = {
	leader = yes
	
	command_modifier = {
		narrow_flank = 0.5
	}
}

# Controls Muslim decadence gain
decadent = {
	opposites = {
		zealous
	}
	
	customizer = no
	random = no
}

# Character is seen as a reincarnation of another character.
reincarnation = {
	customizer = no
	random = no
}

war_elephant_leader = {
	leader = yes
	random = no
	customizer = no
	
	command_modifier = {
		#war_elephants = 0.2
		morale_offence = 0.2
	}
}

jungle_terrain_leader = {
	leader = yes
	random = no
	customizer = no
	
	command_modifier = {
		terrain = jungle
	}
}
in_hiding = {
	potential = {
		prisoner = no
	}

	monthly_character_prestige = -2
	diplomacy = -5
	vassal_opinion = -10
	
	in_hiding = yes

	customizer = no
	random = no
}

winter_soldier = {
	leader = yes
	random = no
	customizer = no
	
	command_modifier = {
		winter_supply = 4
		winter_combat = 0.5
	}	
}
