# The choice is made based on a weighted random, but the first factor that evaluates to >= 100 will be automatically chosen

# p0 background
0 = {
	0 = { # castle 1
		factor = 1
		modifier = {
			factor = 0
			NOT = { religion = neo_feudal }
		}
	}

	1 = { #conference room 1
		factor = 1
		modifier = {
			factor = 5
			is_ruler = yes
		}
	}

	2 = { # dungeon
		factor = 100
		modifier = {
			factor = 0
			prisoner = no
		}
	}

	3 = { # conference room 2
		factor = 1
	}

	4 = { # bed
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = incapable }
			NOT = { trait = infirm }
		}
		modifier = {
			factor = 0.01
			trait = infirm
		}
	}
	
	5 = { # tavern
		factor = 100
		modifier = {
			factor = 0
			NOT = { 
				OR = {
					trait = drunkard
					trait = hedonist
					trait = lustful
				}
			}
		}
	}
	
	6 = { # Starship Bridge (non-combat)
		factor = 1
		modifier = {
			factor = 0
			war = yes
		}
		modifier = {
			factor = 0
			trait = fighter_pilot
		}
		modifier = {
			factor = 5
			religion = space_pirate
		}
		modifier = {
			factor = 5
			has_job_title = job_marshal
		}
		modifier = {
			factor = 100
			in_command = yes
		}
	}
	7 = { # Starship Bridge (combat)
		factor = 1
		modifier = {
			factor = 0
			war = no
		}
		modifier = {
			factor = 0
			trait = fighter_pilot
		}
		modifier = {
			factor = 5
			religion = space_pirate
		}
		modifier = {
			factor = 5
			has_job_title = job_marshal
		}
		modifier = {
			factor = 100
			in_command = yes
		}
	}
	8 = { # Fighter Cockpit (non-combat)
		factor = 1
		modifier = {
			factor = 0
			war = yes
		}
		modifier = {
			factor = 0
			NOT = { trait = fighter_pilot }
		}
		modifier = {
			factor = 5
			religion = space_pirate
		}
		modifier = {
			factor = 5
			has_job_title = job_marshal
		}
		modifier = {
			factor = 100
			in_command = yes
		}
	}
	9 = { # Fighter Cockpit (Combat)
		factor = 1
		modifier = {
			factor = 0
			war = no
		}
		modifier = {
			factor = 0
			NOT = { trait = fighter_pilot }
		}
		modifier = {
			factor = 5
			religion = space_pirate
		}
		modifier = {
			factor = 5
			has_job_title = job_marshal
		}
		modifier = {
			factor = 100
			in_command = yes
		}
	}
	10 = { # Desert
		factor = 1
		modifier = {
			factor = 0
			is_ruler = yes
			capital_holding = {
				NOT = { has_building = ca_materials_1 }
				NOT = { has_building = ct_materials_1 }
				NOT = { has_building = tp_materials_1 }
			}
		}
		modifier = {
			factor = 0
			is_ruler = no
			liege = {
				capital_holding = {
					NOT = { has_building = ca_materials_1 }
					NOT = { has_building = ct_materials_1 }
					NOT = { has_building = tp_materials_1 }
				}
			}
		}
		modifier = {
			factor = 0
			is_ruler = yes
			capital_holding = {
				NOT = { has_building = ca_environment_1 }
				NOT = { has_building = ct_environment_1 }
				NOT = { has_building = tp_environment_1 }
			}
		}
		modifier = {
			factor = 0
			is_ruler = no
			liege = {
				capital_holding = {
					NOT = { has_building = ca_environment_1 }
					NOT = { has_building = ct_environment_1 }
					NOT = { has_building = tp_environment_1 }
				}
			}
		}
		modifier = {
			factor = 0
			is_ruler = yes
			capital_holding = {
				OR = {
					has_building = ca_primary_q_3
					has_building = ct_primary_q_3
					has_building = tp_primary_q_3
				}
			}
		}
		modifier = {
			factor = 0
			is_ruler = no
			liege = {
				capital_holding = {
					OR = {
						has_building = ca_primary_q_3
						has_building = ct_primary_q_3
						has_building = tp_primary_q_3
					}
				}
			}
		}
		modifier = {
			factor = 3
			is_ruler = yes
			capital_holding = {
				NOT = { has_building = ca_environment_3 }
				NOT = { has_building = ct_environment_3 }
				NOT = { has_building = tp_environment_3 }
			}
		}
		modifier = {
			factor = 3
			is_ruler = no
			liege = {
				capital_holding = {
					NOT = { has_building = ca_environment_3 }
					NOT = { has_building = ct_environment_3 }
					NOT = { has_building = tp_environment_3 }
				}
			}
		}
	}
	11 = { # Plains
		factor = 1
		modifier = {
			factor = 0
			is_ruler = yes
			capital_holding = {
				NOT = { has_building = ca_materials_1 }
				NOT = { has_building = ct_materials_1 }
				NOT = { has_building = tp_materials_1 }
			}
		}
		modifier = {
			factor = 0
			is_ruler = no
			liege = {
				capital_holding = {
					NOT = { has_building = ca_materials_1 }
					NOT = { has_building = ct_materials_1 }
					NOT = { has_building = tp_materials_1 }
				}
			}
		}
		modifier = {
			factor = 0
			is_ruler = yes
			capital_holding = {
				NOT = { has_building = ca_environment_1 }
				NOT = { has_building = ct_environment_1 }
				NOT = { has_building = tp_environment_1 }
			}
		}
		modifier = {
			factor = 0
			is_ruler = no
			liege = {
				capital_holding = {
					NOT = { has_building = ca_environment_1 }
					NOT = { has_building = ct_environment_1 }
					NOT = { has_building = tp_environment_1 }
				}
			}
		}
		modifier = {
			factor = 0
			is_ruler = yes
			capital_holding = {
				OR = {
					has_building = ca_primary_q_3
					has_building = ct_primary_q_3
					has_building = tp_primary_q_3
				}
			}
		}
		modifier = {
			factor = 0
			is_ruler = no
			liege = {
				capital_holding = {
					OR = {
						has_building = ca_primary_q_3
						has_building = ct_primary_q_3
						has_building = tp_primary_q_3
					}
				}
			}
		}
		modifier = {
			factor = 3
			is_ruler = yes
			capital_holding = {
				has_building = ca_environment_2
				has_building = ct_environment_2
				has_building = tp_environment_2
			}
		}
		modifier = {
			factor = 3
			is_ruler = no
			liege = {
				capital_holding = {
					has_building = ca_environment_2
					has_building = ct_environment_2
					has_building = tp_environment_2
				}
			}
		}
	}
	12 = { # Ocean w ships
		factor = 0
		#modifier = {
			#factor = 0
			#NOT = { location = { terrain = ocean } }
		#}
	}
	13 = { # Muslim interior
		factor = 0
	}
	14 = { # Harem
		factor = 0
	}
	15 = { # Muslim interior 2
		factor = 0
	}

	16 = { # Mongol camp 1
		factor = 0
	}

	17 = { # Mongol camp 2
		factor = 0
	}

	18 = { # Papal palace
		factor = 0
	}

	19 = { # Muslim mosque
		factor = 0
	}

	20 = { # Jungle
		factor = 3
		modifier = {
			factor = 0
			is_ruler = yes
			capital_holding = {
				NOT = { has_building = ca_materials_1 }
				NOT = { has_building = ct_materials_1 }
				NOT = { has_building = tp_materials_1 }
			}
		}
		modifier = {
			factor = 0
			is_ruler = no
			liege = {
				capital_holding = {
					NOT = { has_building = ca_materials_1 }
					NOT = { has_building = ct_materials_1 }
					NOT = { has_building = tp_materials_1 }
				}
			}
		}
		modifier = {
			factor = 0
			is_ruler = yes
			capital_holding = {
				NOT = { has_building = ca_environment_3 }
				NOT = { has_building = ct_environment_3 }
				NOT = { has_building = tp_environment_3 }
			}
		}
		modifier = {
			factor = 0
			is_ruler = no
			liege = {
				capital_holding = {
					NOT = { has_building = ca_environment_3 }
					NOT = { has_building = ct_environment_3 }
					NOT = { has_building = tp_environment_3 }
				}
			}
		}
		modifier = {
			factor = 0
			is_ruler = yes
			capital_holding = {
				OR = {
					has_building = ca_primary_q_3
					has_building = ct_primary_q_3
					has_building = tp_primary_q_3
				}
			}
		}
		modifier = {
			factor = 0
			is_ruler = no
			liege = {
				capital_holding = {
					OR = {
						has_building = ca_primary_q_3
						has_building = ct_primary_q_3
						has_building = tp_primary_q_3
					}
				}
			}
		}
	}
}

# 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
		}
		
		# Does not suit African females of a Western Culture
		modifier = {
			factor = 0
			is_female = yes
			graphical_culture = africangfx
			NOT = { culture = manden }
			NOT = { culture = ethiopian }
			OR = {
				higher_tier_than = count
				spouse = { higher_tier_than = count }
				has_minor_title = title_prince
			}
		}
	}

	1 = { # Black Adder
		factor = 1
		
		# Does not suit African females of a Western Culture
		modifier = {
			factor = 0
			is_female = yes
			graphical_culture = africangfx
			NOT = { culture = manden }
			NOT = { culture = ethiopian }
			OR = {
				higher_tier_than = count
				spouse = { higher_tier_than = count }
				has_minor_title = title_prince
			}
		}
	}
	
	2 = { # Page
		factor = 1
		
		# Does not suit Western females with African style headgear
		modifier = {
			factor = 0
			is_female = yes
			OR = {
				culture = manden
				culture = ethiopian
			}
			NOT = { graphical_culture = africangfx }
			NOT = { graphical_culture = muslimgfx }
			OR = {
				higher_tier_than = count
				spouse = { higher_tier_than = count }
				has_minor_title = title_prince
			}
		}
	}

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

	4 = { # Long Straight
		factor = 1
		
		# Does not suit Western females with African style headgear
		modifier = {
			factor = 0
			is_female = yes
			OR = {
				culture = manden
				culture = ethiopian
			}
			NOT = { graphical_culture = africangfx }
			NOT = { graphical_culture = muslimgfx }
			OR = {
				higher_tier_than = count
				spouse = { higher_tier_than = count }
				has_minor_title = title_prince
			}
		}
	}

	5 = { # Long Curly
		factor = 1
		
		# Does not suit African females of a Western Culture
		modifier = {
			factor = 0
			is_female = yes
			graphical_culture = africangfx
			NOT = { culture = manden }
			NOT = { culture = ethiopian }
			OR = {
				higher_tier_than = count
				spouse = { higher_tier_than = count }
				has_minor_title = title_prince
			}
		}
	}

	6 = {  # Tonsure
		factor = 1
		modifier = {
			factor = 0
			is_female = no
			is_ruler = yes
		}
		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
		}
		
		# Does not suit Western females with African style headgear
		modifier = {
			factor = 0
			is_female = yes
			OR = {
				culture = manden
				culture = ethiopian
			}
			NOT = { graphical_culture = africangfx }
			NOT = { graphical_culture = muslimgfx }
			OR = {
				higher_tier_than = count
				spouse = { higher_tier_than = count }
				has_minor_title = title_prince
			}
		}
		
		# Does not suit African females of a Western Culture
		modifier = {
			factor = 0
			is_female = yes
			graphical_culture = africangfx
			NOT = { culture = manden }
			NOT = { culture = ethiopian }
			OR = {
				higher_tier_than = count
				spouse = { higher_tier_than = count }
				has_minor_title = title_prince
			}
		}
	}
	
	7 = {  # Short
		factor = 1
		
		# Does not suit Western females with African style headgear
		modifier = {
			factor = 0
			is_female = yes
			OR = {
				culture = manden
				culture = ethiopian
			}
			NOT = { graphical_culture = africangfx }
			NOT = { graphical_culture = muslimgfx }
			OR = {
				higher_tier_than = count
				spouse = { higher_tier_than = count }
				has_minor_title = title_prince
			}
		}
		
		# Does not suit African females of a Western Culture
		modifier = {
			factor = 0
			is_female = yes
			graphical_culture = africangfx
			NOT = { culture = manden }
			NOT = { culture = ethiopian }
			OR = {
				higher_tier_than = count
				spouse = { higher_tier_than = count }
				has_minor_title = title_prince
			}
		}
	}
	
	8 = { # Short Curly
		factor = 1
	}
	
	9 = {  # Short Uncouth
		factor = 1
		modifier = {
			factor = 5
			religion_group = pagan_group
		}
		
		# Does not suit Western females with African style headgear
		modifier = {
			factor = 0
			is_female = yes
			OR = {
				culture = manden
				culture = ethiopian
			}
			NOT = { graphical_culture = africangfx }
			NOT = { graphical_culture = muslimgfx }
			OR = {
				higher_tier_than = count
				spouse = { higher_tier_than = count }
				has_minor_title = title_prince
			}
		}
	}
	
	10 = {  # Long Uncouth
		factor = 1
		
		modifier = {
			factor = 5
			religion_group = pagan_group
		}
		
		# Does not suit Western females with African style headgear
		modifier = {
			factor = 0
			is_female = yes
			OR = {
				culture = manden
				culture = ethiopian
			}
			NOT = { graphical_culture = africangfx }
			NOT = { graphical_culture = muslimgfx }
			OR = {
				higher_tier_than = count
				spouse = { higher_tier_than = count }
				has_minor_title = title_prince
			}
		}
	}
	
	11 = { # Balding
		factor = 1
		modifier = {
			factor = 0.1
			is_female = no
			NOT = {
				age = 50
			}
		}
	}
	
	12 = { # Marine
		factor = 1
		
		# Does not suit Western females with African style headgear
		modifier = {
			factor = 0
			is_female = yes
			OR = {
				culture = manden
				culture = ethiopian
			}
			NOT = { graphical_culture = africangfx }
			NOT = { graphical_culture = muslimgfx }
			OR = {
				higher_tier_than = count
				spouse = { higher_tier_than = count }
				has_minor_title = title_prince
			}
		}
	}
	
	13 = { # Mohawk
		factor = 1
	}
	
	14 = { # Mohawk
		factor = 1
	}
	
	15 = { # Mohawk
		factor = 1
	}
}

# p2 base
#2 = {
#}

# p3 clothes
3 = {
	
	0 = { # Formal Clothes A
		factor = 1
		modifier = { # Feudal
			factor = 0
			NOT = { any_demesne_title = { always = yes } }
			NOT = { any_heir_title = { always = yes } }
			NOT = { has_minor_title = title_expected_successor }
			NOT = { has_minor_title = title_regent }
			NOT = { has_minor_title = title_prime_minister }
			is_councillor = no
		}
		modifier = {
			factor = 0
			NOT = { religion = terran_imperial }
			NOT = { religion = neo_feudal }
			NOT = { religion = machine_cultist }
			NOT = { religion_group = religious_group }
		}
		modifier = {
			factor = 2
			trait = disciplined
		}
		modifier = {
			factor = 2
			trait = ambitious
		}
		modifier = {
			factor = 0.5
			trait = carefree
		}
		modifier = {
			factor = 0.5
			trait = content
		}
		modifier = {
			factor = 2
			any_demesne_title = { higher_tier_than = COUNT }
		}
		modifier = {
			factor = 2
			any_demesne_title = { higher_tier_than = DUKE }
		}
		modifier = {
			factor = 2
			OR = {
				is_councillor = yes
				has_minor_title = title_expected_successor
				has_minor_title = title_regent
				has_minor_title = title_prime_minister
			}
			liege = { any_demesne_title = { higher_tier_than = COUNT } }
		}
		modifier = {
			factor = 2
			OR = {
				is_councillor = yes
				has_minor_title = title_expected_successor
				has_minor_title = title_regent
				has_minor_title = title_prime_minister
			}
			liege = { any_demesne_title = { higher_tier_than = DUKE } }
		}
	}
	
	1 = { # Formal Clothes B
		factor = 1
		modifier = {
			factor = 0
			NOT = { any_demesne_title = { always = yes } }
			NOT = { any_heir_title = { always = yes } }
			NOT = { has_minor_title = title_expected_successor }
			NOT = { has_minor_title = title_regent }
			NOT = { has_minor_title = title_prime_minister }
			is_councillor = no
		}
		modifier = {
			factor = 0
			OR = {
				religion = terran_imperial
				religion = neo_feudal
			}
		}
		modifier = {
			factor = 2
			trait = disciplined
		}
		modifier = {
			factor = 2
			trait = ambitious
		}
		modifier = {
			factor = 0.5
			trait = carefree
		}
		modifier = {
			factor = 0.5
			trait = content
		}
		modifier = {
			factor = 2
			any_demesne_title = { higher_tier_than = COUNT }
		}
		modifier = {
			factor = 2
			any_demesne_title = { higher_tier_than = DUKE }
		}
		modifier = {
			factor = 2
			OR = {
				is_councillor = yes
				has_minor_title = title_expected_successor
				has_minor_title = title_regent
				has_minor_title = title_prime_minister
			}
			liege = { any_demesne_title = { higher_tier_than = COUNT } }
		}
		modifier = {
			factor = 2
			OR = {
				is_councillor = yes
				has_minor_title = title_expected_successor
				has_minor_title = title_regent
				has_minor_title = title_prime_minister
			}
			liege = { any_demesne_title = { higher_tier_than = DUKE } }
		}
	}
	
	2 = { # Formal Clothes C
		factor = 1
		modifier = {
			factor = 0
			NOT = { any_demesne_title = { always = yes } }
			NOT = { any_heir_title = { always = yes } }
			NOT = { has_minor_title = title_expected_successor }
			NOT = { has_minor_title = title_regent }
			NOT = { has_minor_title = title_prime_minister }
			is_councillor = no
		}
		modifier = {
			factor = 0
			OR = {
				religion = terran_imperial
				religion = neo_feudal
			}
		}
		modifier = {
			factor = 2
			trait = disciplined
		}
		modifier = {
			factor = 2
			trait = ambitious
		}
		modifier = {
			factor = 0.5
			trait = carefree
		}
		modifier = {
			factor = 0.5
			trait = content
		}
		modifier = {
			factor = 2
			any_demesne_title = { higher_tier_than = COUNT }
		}
		modifier = {
			factor = 2
			any_demesne_title = { higher_tier_than = DUKE }
		}
		modifier = {
			factor = 2
			OR = {
				is_councillor = yes
				has_minor_title = title_expected_successor
				has_minor_title = title_regent
				has_minor_title = title_prime_minister
			}
			liege = { any_demesne_title = { higher_tier_than = COUNT } }
		}
		modifier = {
			factor = 2
			OR = {
				is_councillor = yes
				has_minor_title = title_expected_successor
				has_minor_title = title_regent
				has_minor_title = title_prime_minister
			}
			liege = { any_demesne_title = { higher_tier_than = DUKE } }
		}
	}
	
	3 = { # Casual Clothes A
		factor = 1
		modifier = {
			factor = 2
			trait = carefree
		}
		modifier = {
			factor = 2
			trait = content
		}
		modifier = {
			factor = 0.5
			trait = disciplined
		}
		modifier = {
			factor = 0.5
			trait = ambitious
		}
		modifier = {
			factor = 2
			NOT = { age = 20 }
		}
		modifier = {
			factor = 2
			NOT = { age = 24 }
		}
	}
	
	4 = { # Casual Clothes B
		factor = 1
		modifier = {
			factor = 2
			trait = carefree
		}
		modifier = {
			factor = 2
			trait = content
		}
		modifier = {
			factor = 0.5
			trait = disciplined
		}
		modifier = {
			factor = 0.5
			trait = ambitious
		}
		modifier = {
			factor = 2
			NOT = { age = 20 }
		}
		modifier = {
			factor = 2
			NOT = { age = 24 }
		}
	}
	
	5 = { # Casual Clothes C
		factor = 1
		modifier = {
			factor = 2
			trait = carefree
		}
		modifier = {
			factor = 2
			trait = content
		}
		modifier = {
			factor = 0.5
			trait = disciplined
		}
		modifier = {
			factor = 0.5
			trait = ambitious
		}
		modifier = {
			factor = 2
			NOT = { age = 20 }
		}
		modifier = {
			factor = 2
			NOT = { age = 24 }
		}
	}
	
	6 = { # Science Clothes A
		factor = 1
		modifier = {
			factor = 0
			NOT = { trait = incompetent_scientist }
			NOT = { trait = dutiful_academic }
			NOT = { trait = expert_scientist }
			NOT = { trait = mastermind_scholar }
			NOT = { trait = intellectual }
			NOT = {
				AND = {
					religion_group = transhumanist_group
					is_administrative_trigger = yes
				}
			}
		}
		modifier = {
			factor = 2
			trait = open_minded
		}
		modifier = {
			factor = 2
			trait = skeptical
		}
		modifier = {
			factor = 0.5
			trait = close_minded
		}
		modifier = {
			factor = 0.5
			trait = spiritual
		}
		modifier = {
			factor = 2
			trait = intellectual
		}
		modifier = {
			factor = 2
			has_job_title = job_scientist
		}
	}
	7 = { # Science Clothes B
		factor = 0 # Currently unused
	}
	
	# Martial
	8 = { # Spacesuit
		factor = 0 # Currently unused
	}
	9 = { # Body Armor
		factor = 0 # Currently unused
	}
	
	10 = { # Dress Uniform
		factor = 100
		modifier = {
			factor = 0
			prisoner = yes
		}
		modifier = {
			factor = 0
			is_military_trigger = no
			NOT = { trait = misguided_warrior }
			NOT = { trait = tough_soldier }
			NOT = { trait = skilled_tactician }
			NOT = { trait = brilliant_strategy }
		}
		modifier = {
			factor = 0
			OR = {
				religion = terran_imperial
				religion = neo_feudal
				religion = machine_cultist
				religion = space_pirate
				religion_group = religious_group
			}
			NOT = { government = military_command }
		}
	}
	
	# Ragged prison clothes
	11 = {
		factor = 100
		modifier = {
			factor = 0
			prisoner = no
		}
	}
}

# p4 beard
4 = {
	0 = {
		factor = 1
		modifier = {
			factor = 0
			religion_group = muslim
			NOT = { graphical_culture = muslimgfx }
		}
		modifier = {
			factor = 30
			religion_group = christian
			OR = {
				culture = greek
				culture = italian
			}
			OR = {
				graphical_culture = southerngfx
				graphical_culture = byzantinegfx
			}
		}
		modifier = {
			factor = 15
			religion_group = christian
			culture_group = iberian
			OR = {
				graphical_culture = southerngfx
				graphical_culture = byzantinegfx
			}
		}
	}
	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
		modifier = {
			factor = 5
			religion_group = christian
			culture_group = iberian
			OR = {
				graphical_culture = southerngfx
				graphical_culture = byzantinegfx
			}
		}
	}
	10 = {
		factor = 1
		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
			}
		}
	}
}

# p5 headgear
5 = {
	# Crown A
	0 = {
		factor = 32
		modifier = {
			factor = 0
			is_hereditary_trigger = no
		}
		modifier = {
			factor = 0
			NOT = { religion = neo_feudal }
			NOT = { religion = terran_imperial }
		}
		modifier = {
			factor = 0
			is_landed = no
			NOT = { spouse = { is_landed = yes } }
		}
	}
	
	# Crown B
	1 = {
		factor = 32
		modifier = {
			factor = 0
			is_hereditary_trigger = no
		}
		modifier = {
			factor = 0
			NOT = { religion = neo_feudal }
			NOT = { religion = terran_imperial }
		}
		modifier = {
			factor = 0
			is_landed = no
			NOT = { spouse = { is_landed = yes } }
		}
	}

	# Casual Headgear A (eventually, right now another crown)
	2 = {
		factor = 32
		modifier = {
			factor = 0
			is_hereditary_trigger = no
		}
		modifier = {
			factor = 0
			NOT = { religion = neo_feudal }
			NOT = { religion = terran_imperial }
		}
		modifier = {
			factor = 0
			is_landed = no
			NOT = { spouse = { is_landed = yes } }
		}
	}

	# Casual Headgear B (eventually, right now another crown)
	3 = {
		factor = 32
		modifier = {
			factor = 0
			is_hereditary_trigger = no
		}
		modifier = {
			factor = 0
			NOT = { religion = neo_feudal }
			NOT = { religion = terran_imperial }
		}
		modifier = {
			factor = 0
			is_landed = no
			NOT = { spouse = { is_landed = yes } }
		}
	}

	# Hair Accessory A
	4 = {
		factor = 0
	}

	# Hair Accessory B
	5 = {
		factor = 0
	}
	
	# Technical Headgear
	6 = {
		factor = 1
		modifier = {
			factor = 4
			OR = {
				trait = incompetent_scientist
				trait = dutiful_academic
				trait = expert_scientist
				trait = mastermind_scholar
			}
		}
		modifier = {
			factor = 4
			in_command = yes
		}
		modifier = {
			factor = 2
			trait = open_minded
		}
		modifier = {
			factor = 0.5
			trait = close_minded
		}
		modifier = {
			factor = 2
			trait = skeptical
		}
		modifier = {
			factor = 0.5
			trait = spiritual
		}
		modifier = {
			factor = 0.5
			any_demesne_title = { higher_tier_than = baron }
		}
		modifier = {
			factor = 0.5
			any_demesne_title = { higher_tier_than = count }
		}
		modifier = {
			factor = 0.5
			any_demesne_title = { higher_tier_than = duke }
		}
		modifier = {
			factor = 0.5
			any_demesne_title = { higher_tier_than = king }
		}
	}

	# Eyepatch
	7 = {
		factor = 0
		modifier = {
			factor = 0
			NOT = { has_character_flag = flag_scar_missing_eye }
		}
	}
	
	# Spacesuit Helmet
	8 = {
		factor = 0
		modifier = {
			factor = 0
			in_command = no
		}
		modifier = {
			factor = 0
			NOT = { trait = fighter_pilot }
		}
	}

	# Body Armor Helmet
	9 = {
		factor = 0
		modifier = {
			factor = 0
			NOT = { trait = marine_colonel }
		}
		modifier = {
			factor = 0
			in_command = no
		}
	}

	# Military Dress Uniform Cap
	10 = {
		factor = 100
		modifier = {
			factor = 0
			is_military_trigger = no
			NOT = { trait = misguided_warrior }
			NOT = { trait = tough_soldier }
			NOT = { trait = skilled_tactician }
			NOT = { trait = brilliant_strategy }
		}
		modifier = {
			factor = 0
			is_merchant_republic = yes
		}
		modifier = {
			factor = 0
			OR = {
				religion = terran_imperial
				religion = neo_feudal
				religion = space_pirate
				religion = machine_cultist
				religion_group = religious_group
			}
			NOT = { government = military_command }
		}
		modifier = {
			factor = 0
			trait = carefree
		}
	}

	# Blank
	11 = {
		factor = 20
		modifier = {
			factor = 100
			is_patrician = yes
		}
	}
}

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

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

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

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

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

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

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

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

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

# p9 boils
9 = {

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

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

# p10 cybernetics
10 = {
	0 = { # No visible cybernetics
		factor = 100
		modifier = {
			factor = 0
			OR = {
				trait = iaei_mk_i
				trait = iaei_mk_ii
				trait = iaei_mk_iii
				trait = iaei_mk_iv
				trait = iaei_mk_v
				trait = odin_mk_i
				trait = odin_mk_ii
				trait = odin_mk_iii
				trait = odin_mk_iv
				trait = odin_mk_v
				trait = pci_mk_i
				trait = pci_mk_ii
				trait = pci_mk_iii
				trait = pci_mk_iv
				trait = pci_mk_v
				trait = thoth_mk_i
				trait = thoth_mk_ii
				trait = thoth_mk_iii
				trait = thoth_mk_iv
				trait = thoth_mk_v
				trait = cybernetic_limb
				trait = hiver_implant
				trait = full_cybernetic_conversion
			}
		}
		modifier = {
			factor = 0
			trait = full_cybernetic_conversion
		}
	}
	
	1 = { # Arm
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = cybernetic_limb }
		}
		modifier = {
			factor = 0
			OR = {
				trait = iaei_mk_i
				trait = iaei_mk_ii
				trait = iaei_mk_iii
				trait = iaei_mk_iv
				trait = iaei_mk_v
				trait = odin_mk_i
				trait = odin_mk_ii
				trait = odin_mk_iii
				trait = odin_mk_iv
				trait = odin_mk_v
				trait = pci_mk_i
				trait = pci_mk_ii
				trait = pci_mk_iii
				trait = pci_mk_iv
				trait = pci_mk_v
				trait = thoth_mk_i
				trait = thoth_mk_ii
				trait = thoth_mk_iii
				trait = thoth_mk_iv
				trait = thoth_mk_v
				trait = hiver_implant
			}
		}
		modifier = {
			factor = 0
			trait = full_cybernetic_conversion
		}
	}
	
	2 = { # Hiver
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = hiver_implant }
		}
		modifier = {
			factor = 0
			OR = {
				trait = iaei_mk_i
				trait = iaei_mk_ii
				trait = iaei_mk_iii
				trait = iaei_mk_iv
				trait = iaei_mk_v
				trait = odin_mk_i
				trait = odin_mk_ii
				trait = odin_mk_iii
				trait = odin_mk_iv
				trait = odin_mk_v
				trait = cybernetic_limb
			}
		}
		modifier = {
			factor = 0
			trait = full_cybernetic_conversion
		}
	}
	
	3 = { # ODIN
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = odin_mk_i }
			NOT = { trait = odin_mk_ii }
			NOT = { trait = odin_mk_iii }
			NOT = { trait = odin_mk_iv }
			NOT = { trait = odin_mk_v }
		}
		modifier = {
			factor = 0
			OR = {
				trait = iaei_mk_i
				trait = iaei_mk_ii
				trait = iaei_mk_iii
				trait = iaei_mk_iv
				trait = iaei_mk_v
				trait = pci_mk_i
				trait = pci_mk_ii
				trait = pci_mk_iii
				trait = pci_mk_iv
				trait = pci_mk_v
				trait = thoth_mk_i
				trait = thoth_mk_ii
				trait = thoth_mk_iii
				trait = thoth_mk_iv
				trait = thoth_mk_v
				trait = cybernetic_limb
				trait = hiver_implant
			}
		}
		modifier = {
			factor = 0
			trait = full_cybernetic_conversion
		}
	}
	
	4 = { # IAEI
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = iaei_mk_i }
			NOT = { trait = iaei_mk_ii }
			NOT = { trait = iaei_mk_iii }
			NOT = { trait = iaei_mk_iv }
			NOT = { trait = iaei_mk_v }
		}
		modifier = {
			factor = 0
			OR = {
				trait = pci_mk_i
				trait = pci_mk_ii
				trait = pci_mk_iii
				trait = pci_mk_iv
				trait = pci_mk_v
				trait = odin_mk_i
				trait = odin_mk_ii
				trait = odin_mk_iii
				trait = odin_mk_iv
				trait = odin_mk_v
				trait = thoth_mk_i
				trait = thoth_mk_ii
				trait = thoth_mk_iii
				trait = thoth_mk_iv
				trait = thoth_mk_v
				trait = cybernetic_limb
				trait = hiver_implant
			}
		}
		modifier = {
			factor = 0
			trait = full_cybernetic_conversion
		}
	}
	
	5 = { # THOTH/PCI
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = pci_mk_i }
			NOT = { trait = pci_mk_ii }
			NOT = { trait = pci_mk_iii }
			NOT = { trait = pci_mk_iv }
			NOT = { trait = pci_mk_v }
			NOT = { trait = thoth_mk_i }
			NOT = { trait = thoth_mk_ii }
			NOT = { trait = thoth_mk_iii }
			NOT = { trait = thoth_mk_iv }
			NOT = { trait = thoth_mk_v }
		}
		modifier = {
			factor = 0
			OR = {
				trait = iaei_mk_i
				trait = iaei_mk_ii
				trait = iaei_mk_iii
				trait = iaei_mk_iv
				trait = iaei_mk_v
				trait = odin_mk_i
				trait = odin_mk_ii
				trait = odin_mk_iii
				trait = odin_mk_iv
				trait = odin_mk_v
				trait = cybernetic_limb
				trait = hiver_implant
			}
		}
		modifier = {
			factor = 0
			trait = full_cybernetic_conversion
		}
	}
	
	
	6 = { # Arm + Hiver
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = hiver_implant }
		}
		modifier = {
			factor = 0
			NOT = { trait = cybernetic_limb }
		}
		modifier = {
			factor = 0
			OR = {
				trait = iaei_mk_i
				trait = iaei_mk_ii
				trait = iaei_mk_iii
				trait = iaei_mk_iv
				trait = iaei_mk_v
				trait = odin_mk_i
				trait = odin_mk_ii
				trait = odin_mk_iii
				trait = odin_mk_iv
				trait = odin_mk_v
			}
		}
		modifier = {
			factor = 0
			trait = full_cybernetic_conversion
		}
	}
	
	7 = { # Arm + ODIN
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = cybernetic_limb }
		}
		modifier = {
			factor = 0
			NOT = { trait = odin_mk_i }
			NOT = { trait = odin_mk_ii }
			NOT = { trait = odin_mk_iii }
			NOT = { trait = odin_mk_iv }
			NOT = { trait = odin_mk_v }
		}
		modifier = {
			factor = 0
			OR = {
				trait = iaei_mk_i
				trait = iaei_mk_ii
				trait = iaei_mk_iii
				trait = iaei_mk_iv
				trait = iaei_mk_v
				trait = pci_mk_i
				trait = pci_mk_ii
				trait = pci_mk_iii
				trait = pci_mk_iv
				trait = pci_mk_v
				trait = thoth_mk_i
				trait = thoth_mk_ii
				trait = thoth_mk_iii
				trait = thoth_mk_iv
				trait = thoth_mk_v
				trait = hiver_implant
			}
		}
		modifier = {
			factor = 0
			trait = full_cybernetic_conversion
		}
	}
	
	8 = { # Arm + IAEI
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = cybernetic_limb }
		}
		modifier = {
			factor = 0
			NOT = { trait = iaei_mk_i }
			NOT = { trait = iaei_mk_ii }
			NOT = { trait = iaei_mk_iii }
			NOT = { trait = iaei_mk_iv }
			NOT = { trait = iaei_mk_v }
		}
		modifier = {
			factor = 0
			OR = {
				trait = odin_mk_i
				trait = odin_mk_ii
				trait = odin_mk_iii
				trait = odin_mk_iv
				trait = odin_mk_v
				trait = pci_mk_i
				trait = pci_mk_ii
				trait = pci_mk_iii
				trait = pci_mk_iv
				trait = pci_mk_v
				trait = thoth_mk_i
				trait = thoth_mk_ii
				trait = thoth_mk_iii
				trait = thoth_mk_iv
				trait = thoth_mk_v
				trait = hiver_implant
			}
		}
		modifier = {
			factor = 0
			trait = full_cybernetic_conversion
		}
	}
	
	9 = { # Arm + THOTH/PCI
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = cybernetic_limb }
		}
		modifier = {
			factor = 0
			NOT = { trait = pci_mk_i }
			NOT = { trait = pci_mk_ii }
			NOT = { trait = pci_mk_iii }
			NOT = { trait = pci_mk_iv }
			NOT = { trait = pci_mk_v }
			NOT = { trait = thoth_mk_i }
			NOT = { trait = thoth_mk_ii }
			NOT = { trait = thoth_mk_iii }
			NOT = { trait = thoth_mk_iv }
			NOT = { trait = thoth_mk_v }
		}
		modifier = {
			factor = 0
			OR = {
				trait = iaei_mk_i
				trait = iaei_mk_ii
				trait = iaei_mk_iii
				trait = iaei_mk_iv
				trait = iaei_mk_v
				trait = odin_mk_i
				trait = odin_mk_ii
				trait = odin_mk_iii
				trait = odin_mk_iv
				trait = odin_mk_v
				trait = hiver_implant
			}
		}
		modifier = {
			factor = 0
			trait = full_cybernetic_conversion
		}
	}
	
	10 = { # Hiver + ODIN
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = hiver_implant }
		}
		modifier = {
			factor = 0
			NOT = { trait = odin_mk_i }
			NOT = { trait = odin_mk_ii }
			NOT = { trait = odin_mk_iii }
			NOT = { trait = odin_mk_iv }
			NOT = { trait = odin_mk_v }
		}
		modifier = {
			factor = 0
			OR = {
				trait = iaei_mk_i
				trait = iaei_mk_ii
				trait = iaei_mk_iii
				trait = iaei_mk_iv
				trait = iaei_mk_v
				trait = cybernetic_limb
			}
		}
		modifier = {
			factor = 0
			trait = full_cybernetic_conversion
		}
	}
	
	11 = { # Hiver + IAEI
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = hiver_implant }
		}
		modifier = {
			factor = 0
			NOT = { trait = iaei_mk_i }
			NOT = { trait = iaei_mk_ii }
			NOT = { trait = iaei_mk_iii }
			NOT = { trait = iaei_mk_iv }
			NOT = { trait = iaei_mk_v }
		}
		modifier = {
			factor = 0
			OR = {
				trait = odin_mk_i
				trait = odin_mk_ii
				trait = odin_mk_iii
				trait = odin_mk_iv
				trait = odin_mk_v
				trait = cybernetic_limb
			}
		}
		modifier = {
			factor = 0
			trait = full_cybernetic_conversion
		}
	}
	
	12 = { # ODIN + IAEI
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = odin_mk_i }
			NOT = { trait = odin_mk_ii }
			NOT = { trait = odin_mk_iii }
			NOT = { trait = odin_mk_iv }
			NOT = { trait = odin_mk_v }
		}
		modifier = {
			factor = 0
			NOT = { trait = iaei_mk_i }
			NOT = { trait = iaei_mk_ii }
			NOT = { trait = iaei_mk_iii }
			NOT = { trait = iaei_mk_iv }
			NOT = { trait = iaei_mk_v }
		}
		modifier = {
			factor = 0
			OR = {
				trait = pci_mk_i
				trait = pci_mk_ii
				trait = pci_mk_iii
				trait = pci_mk_iv
				trait = pci_mk_v
				trait = thoth_mk_i
				trait = thoth_mk_ii
				trait = thoth_mk_iii
				trait = thoth_mk_iv
				trait = thoth_mk_v
				trait = hiver_implant
				trait = cybernetic_limb
			}
		}
		modifier = {
			factor = 0
			trait = full_cybernetic_conversion
		}
	}
	
	13 = { # ODIN + PCI/THOTH
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = odin_mk_i }
			NOT = { trait = odin_mk_ii }
			NOT = { trait = odin_mk_iii }
			NOT = { trait = odin_mk_iv }
			NOT = { trait = odin_mk_v }
		}
		modifier = {
			factor = 0
			NOT = { trait = pci_mk_i }
			NOT = { trait = pci_mk_ii }
			NOT = { trait = pci_mk_iii }
			NOT = { trait = pci_mk_iv }
			NOT = { trait = pci_mk_v }
			NOT = { trait = thoth_mk_i }
			NOT = { trait = thoth_mk_ii }
			NOT = { trait = thoth_mk_iii }
			NOT = { trait = thoth_mk_iv }
			NOT = { trait = thoth_mk_v }
		}
		modifier = {
			factor = 0
			OR = {
				trait = iaei_mk_i
				trait = iaei_mk_ii
				trait = iaei_mk_iii
				trait = iaei_mk_iv
				trait = iaei_mk_v
				trait = hiver_implant
				trait = cybernetic_limb
			}
		}
		modifier = {
			factor = 0
			trait = full_cybernetic_conversion
		}
	}
	
	14 = { # IAEI + PCI/THOTH
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = iaei_mk_i }
			NOT = { trait = iaei_mk_ii }
			NOT = { trait = iaei_mk_iii }
			NOT = { trait = iaei_mk_iv }
			NOT = { trait = iaei_mk_v }
		}
		modifier = {
			factor = 0
			NOT = { trait = pci_mk_i }
			NOT = { trait = pci_mk_ii }
			NOT = { trait = pci_mk_iii }
			NOT = { trait = pci_mk_iv }
			NOT = { trait = pci_mk_v }
			NOT = { trait = thoth_mk_i }
			NOT = { trait = thoth_mk_ii }
			NOT = { trait = thoth_mk_iii }
			NOT = { trait = thoth_mk_iv }
			NOT = { trait = thoth_mk_v }
		}
		modifier = {
			factor = 0
			OR = {
				trait = odin_mk_i
				trait = odin_mk_ii
				trait = odin_mk_iii
				trait = odin_mk_iv
				trait = odin_mk_v
				trait = hiver_implant
				trait = cybernetic_limb
			}
		}
		modifier = {
			factor = 0
			trait = full_cybernetic_conversion
		}
	}
	
	15 = { # Arm + Hiver + ODIN
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = cybernetic_limb }
		}
		modifier = {
			factor = 0
			NOT = { trait = hiver_implant }
		}
		modifier = {
			factor = 0
			NOT = { trait = odin_mk_i }
			NOT = { trait = odin_mk_ii }
			NOT = { trait = odin_mk_iii }
			NOT = { trait = odin_mk_iv }
			NOT = { trait = odin_mk_v }
		}
		modifier = {
			factor = 0
			OR = {
				trait = iaei_mk_i
				trait = iaei_mk_ii
				trait = iaei_mk_iii
				trait = iaei_mk_iv
				trait = iaei_mk_v
			}
		}
		modifier = {
			factor = 0
			trait = full_cybernetic_conversion
		}
	}
	
	16 = { # Arm + Hiver + IAEI
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = cybernetic_limb }
		}
		modifier = {
			factor = 0
			NOT = { trait = hiver_implant }
		}
		modifier = {
			factor = 0
			NOT = { trait = iaei_mk_i }
			NOT = { trait = iaei_mk_ii }
			NOT = { trait = iaei_mk_iii }
			NOT = { trait = iaei_mk_iv }
			NOT = { trait = iaei_mk_v }
		}
		modifier = {
			factor = 0
			OR = {
				trait = odin_mk_i
				trait = odin_mk_ii
				trait = odin_mk_iii
				trait = odin_mk_iv
				trait = odin_mk_v
			}
		}
		modifier = {
			factor = 0
			trait = full_cybernetic_conversion
		}
	}
	
	17 = { # Arm + ODIN + IAEI
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = cybernetic_limb }
		}
		modifier = {
			factor = 0
			NOT = { trait = odin_mk_i }
			NOT = { trait = odin_mk_ii }
			NOT = { trait = odin_mk_iii }
			NOT = { trait = odin_mk_iv }
			NOT = { trait = odin_mk_v }
		}
		modifier = {
			factor = 0
			NOT = { trait = iaei_mk_i }
			NOT = { trait = iaei_mk_ii }
			NOT = { trait = iaei_mk_iii }
			NOT = { trait = iaei_mk_iv }
			NOT = { trait = iaei_mk_v }
		}
		modifier = {
			factor = 0
			OR = {
				trait = pci_mk_i
				trait = pci_mk_ii
				trait = pci_mk_iii
				trait = pci_mk_iv
				trait = pci_mk_v
				trait = thoth_mk_i
				trait = thoth_mk_ii
				trait = thoth_mk_iii
				trait = thoth_mk_iv
				trait = thoth_mk_v
				trait = hiver_implant
			}
		}
		modifier = {
			factor = 0
			trait = full_cybernetic_conversion
		}
	}
	
	18 = { # Arm + ODIN + PCI/THOTH
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = cybernetic_limb }
		}
		modifier = {
			factor = 0
			NOT = { trait = odin_mk_i }
			NOT = { trait = odin_mk_ii }
			NOT = { trait = odin_mk_iii }
			NOT = { trait = odin_mk_iv }
			NOT = { trait = odin_mk_v }
		}
		modifier = {
			factor = 0
			NOT = { trait = pci_mk_i }
			NOT = { trait = pci_mk_ii }
			NOT = { trait = pci_mk_iii }
			NOT = { trait = pci_mk_iv }
			NOT = { trait = pci_mk_v }
			NOT = { trait = thoth_mk_i }
			NOT = { trait = thoth_mk_ii }
			NOT = { trait = thoth_mk_iii }
			NOT = { trait = thoth_mk_iv }
			NOT = { trait = thoth_mk_v }
		}
		modifier = {
			factor = 0
			OR = {
				trait = iaei_mk_i
				trait = iaei_mk_ii
				trait = iaei_mk_iii
				trait = iaei_mk_iv
				trait = iaei_mk_v
				trait = hiver_implant
			}
		}
		modifier = {
			factor = 0
			trait = full_cybernetic_conversion
		}
	}
	
	19 = { # Arm + IAEI + PCI/THOTH
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = cybernetic_limb }
		}
		modifier = {
			factor = 0
			NOT = { trait = iaei_mk_i }
			NOT = { trait = iaei_mk_ii }
			NOT = { trait = iaei_mk_iii }
			NOT = { trait = iaei_mk_iv }
			NOT = { trait = iaei_mk_v }
		}
		modifier = {
			factor = 0
			NOT = { trait = pci_mk_i }
			NOT = { trait = pci_mk_ii }
			NOT = { trait = pci_mk_iii }
			NOT = { trait = pci_mk_iv }
			NOT = { trait = pci_mk_v }
			NOT = { trait = thoth_mk_i }
			NOT = { trait = thoth_mk_ii }
			NOT = { trait = thoth_mk_iii }
			NOT = { trait = thoth_mk_iv }
			NOT = { trait = thoth_mk_v }
		}
		modifier = {
			factor = 0
			OR = {
				trait = odin_mk_i
				trait = odin_mk_ii
				trait = odin_mk_iii
				trait = odin_mk_iv
				trait = odin_mk_v
				trait = hiver_implant
			}
		}
		modifier = {
			factor = 0
			trait = full_cybernetic_conversion
		}
	}
	
	20 = { # Hiver + ODIN + IAEI
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = hiver_implant }
		}
		modifier = {
			factor = 0
			NOT = { trait = odin_mk_i }
			NOT = { trait = odin_mk_ii }
			NOT = { trait = odin_mk_iii }
			NOT = { trait = odin_mk_iv }
			NOT = { trait = odin_mk_v }
		}
		modifier = {
			factor = 0
			NOT = { trait = iaei_mk_i }
			NOT = { trait = iaei_mk_ii }
			NOT = { trait = iaei_mk_iii }
			NOT = { trait = iaei_mk_iv }
			NOT = { trait = iaei_mk_v }
		}
		modifier = {
			factor = 0
			trait = cybernetic_limb
		}
		modifier = {
			factor = 0
			trait = full_cybernetic_conversion
		}
	}
	
	21 = { # ODIN + IAEI + PCI/THOTH
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = odin_mk_i }
			NOT = { trait = odin_mk_ii }
			NOT = { trait = odin_mk_iii }
			NOT = { trait = odin_mk_iv }
			NOT = { trait = odin_mk_v }
		}
		modifier = {
			factor = 0
			NOT = { trait = iaei_mk_i }
			NOT = { trait = iaei_mk_ii }
			NOT = { trait = iaei_mk_iii }
			NOT = { trait = iaei_mk_iv }
			NOT = { trait = iaei_mk_v }
		}
		modifier = {
			factor = 0
			NOT = { trait = pci_mk_i }
			NOT = { trait = pci_mk_ii }
			NOT = { trait = pci_mk_iii }
			NOT = { trait = pci_mk_iv }
			NOT = { trait = pci_mk_v }
			NOT = { trait = thoth_mk_i }
			NOT = { trait = thoth_mk_ii }
			NOT = { trait = thoth_mk_iii }
			NOT = { trait = thoth_mk_iv }
			NOT = { trait = thoth_mk_v }
		}
		modifier = {
			factor = 0
			OR = {
				trait = cybernetic_limb
				trait = hiver_implant
			}
		}
		modifier = {
			factor = 0
			trait = full_cybernetic_conversion
		}
	}
	
	22 = { # Everything but PCI/THOTH (also used for full cybernetic conversion for now)
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = cybernetic_limb }
			NOT = { trait = full_cybernetic_conversion }
		}
		modifier = {
			factor = 0
			NOT = { trait = hiver_implant }
			NOT = { trait = full_cybernetic_conversion }
		}
		modifier = {
			factor = 0
			NOT = { trait = odin_mk_i }
			NOT = { trait = odin_mk_ii }
			NOT = { trait = odin_mk_iii }
			NOT = { trait = odin_mk_iv }
			NOT = { trait = odin_mk_v }
			NOT = { trait = full_cybernetic_conversion }
		}
		modifier = {
			factor = 0
			NOT = { trait = iaei_mk_i }
			NOT = { trait = iaei_mk_ii }
			NOT = { trait = iaei_mk_iii }
			NOT = { trait = iaei_mk_iv }
			NOT = { trait = iaei_mk_v }
			NOT = { trait = full_cybernetic_conversion }
		}
	}
	
	23 = { # Everything but Hiver
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = cybernetic_limb }
		}
		modifier = {
			factor = 0
			NOT = { trait = odin_mk_i }
			NOT = { trait = odin_mk_ii }
			NOT = { trait = odin_mk_iii }
			NOT = { trait = odin_mk_iv }
			NOT = { trait = odin_mk_v }
		}
		modifier = {
			factor = 0
			NOT = { trait = iaei_mk_i }
			NOT = { trait = iaei_mk_ii }
			NOT = { trait = iaei_mk_iii }
			NOT = { trait = iaei_mk_iv }
			NOT = { trait = iaei_mk_v }
		}
		modifier = {
			factor = 0
			NOT = { trait = pci_mk_i }
			NOT = { trait = pci_mk_ii }
			NOT = { trait = pci_mk_iii }
			NOT = { trait = pci_mk_iv }
			NOT = { trait = pci_mk_v }
			NOT = { trait = thoth_mk_i }
			NOT = { trait = thoth_mk_ii }
			NOT = { trait = thoth_mk_iii }
			NOT = { trait = thoth_mk_iv }
			NOT = { trait = thoth_mk_v }
		}
		modifier = {
			factor = 0
			trait = hiver_implant
		}
		modifier = {
			factor = 0
			trait = full_cybernetic_conversion
		}
	}
}