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

# p0 background
0 = {
	0 = { # castle 1
		factor = 1
		#modifier = {
		#	factor = 2
		#	location = {
		#		region = world_europe
		#	}
		#}
		modifier = {
			factor = 0
			location = {
				OR = {
					region = world_africa_west
					region = world_africa_central
					region = world_steppe_west
					region = world_steppe_east
					region = world_himalayas
				}
			}
		}
		modifier = {
			factor = 5
			OR = {
				is_landed = yes
				spouse = { is_landed = yes }
				AND = {
					liege = { family = ROOT }
					is_landed = no
				}
			}
			NOT = { is_theocracy = yes }
			NOT = { government = theocracy_government }
		}
		modifier = {
			factor = 0
			in_command = yes
			NOT = { siege = { is_attacker = no } }
		}
		modifier = {
			factor = 0
			NOR = {
				is_feudal = yes
				is_theocracy = yes
				is_republic = yes
				AND = {
					liege = {
						OR = {
							is_feudal = yes
							is_theocracy = yes
							is_republic = yes
						}
					}
					OR = {
						is_landed = no
						AND = {
							is_landed = yes
							has_job_title = yes
						}
					}
				}
			}
		}
		modifier = {
			factor = 0
			liege = {
				OR = {
					is_tribal = yes
					is_nomadic = yes
				}
			}
			OR = {
				is_landed = no
				AND = {
					is_landed = yes
					has_job_title = yes
				}
			}
		}
	}

	1 = { #throne room
		factor = 30
		modifier = {
			factor = 0
			NOT = { real_tier = KING }
			NOT = { real_tier = EMPEROR }
		}
		modifier = {
			factor = 2
			OR = { 
				real_tier = EMPEROR 
				spouse = { real_tier = EMPEROR }
			}
		}
		modifier = {
			factor = 0
			in_command = yes
			NOT = { siege = { is_attacker = no } }
		}
		modifier = {
			factor = 0
			#location = {
			#	NOT = {
			#		holding_type = castle
			#	}
			#}
			NOT = {
				is_feudal = yes
			}
		}
		modifier = {
			factor = 0
			trait = in_hiding
		}
		modifier = {
			factor = 0
			liege = {
				OR = {
					is_tribal = yes
					is_nomadic = yes
				}
			}
			has_job_title = yes
		}
	}

	2 = { # dungeon
		factor = 100
		modifier = {
			factor = 0
			is_alive = yes
			OR = {
				prisoner = no
				AND = {
					prisoner = yes
					has_character_modifier = house_arrest
				}
			}
		}
		modifier = {
			factor = 0
			is_alive = no
			NOR = {
				death_reason = death_dungeon
				death_execution_trigger = yes
				death_sacrificed_trigger = yes
			}
		}
		modifier = {
			factor = 0
			is_alive = no
			OR = {
				trait = saint
				has_nickname = nick_the_saint
				has_nickname = nick_the_martyr
				has_nickname = nick_the_apostle
				
			}
		}
	}

	3 = { # forest
		factor = 1
		modifier = {
			factor = 0
			location = {
				NOR = {
					region = world_europe
					region = world_asia_minor
				}
			}
		}
		modifier = {
			factor = 0
			location = {
				OR = {
					terrain = marsh
					terrain = desert
					terrain = arctic
					terrain = plains
					terrain = steppe
				}
			}
		}
		modifier = {
			factor = 2
			location = {
				OR = {
					terrain = woods
					terrain = forest
				}
			}
		}
		modifier = {
			factor = 0
			siege = { is_attacker = no }
		}
		modifier = {
			factor = 0
			has_character_modifier = in_seclusion
		}
		modifier = {
			factor = 0
			trait = in_hiding
		}
		#modifier = {
		#	factor = 0.01
		#	is_feudal = no
		#	is_theocracy = no
		#	is_republic = no
		#	location = {
		#		any_province_holding = {
		#			holding_type = nomad
		#		}
		#	}
		#}
		#modifier = {
		#	factor = 2
		#	is_tribal = yes
		#}
	}

	4 = { # bed
		factor = 100
		modifier = {
			factor = 0
			is_alive = yes
			NOR = {
				trait = incapable
				trait = in_hiding
				AND = {
					trait = infirm
					prisoner = no
				}
				AND = {
					prisoner = yes
					has_character_modifier = house_arrest
				}
			}
		}
		modifier = {
			factor = 0
			in_command = yes
		}
		modifier = {
			factor = 0
			OR = {
				death_sacrificed_trigger = yes
				death_reason = death_battle
				death_execution_trigger = yes
				death_reason = death_dungeon
				death_reason = death_went_to_china
				death_reason = death_went_back_to_china
			}
		}
		#modifier = {
		#	factor = 0
		#	trait = infirm
		#	prisoner = yes
		#}
		modifier = {
			factor = 0
			is_alive = no
			OR = {
				trait = saint
				has_nickname = nick_the_saint
				has_nickname = nick_the_martyr
				has_nickname = nick_the_apostle
				
			}
		}
	}
	5 = { # tavern - changed to tundra/snow
		factor = 2
		modifier = {
			factor = 0
			location = {
				NOR	= {
					region = world_europe_north
					region = world_europe_east
					region = world_steppe
					region = world_himalayas
				}
			}
		}
		modifier = {
			factor = 1.5
			location = { terrain = arctic }
		}
		modifier = {
			factor = 0
			location = {
				OR = {
					region = world_steppe_tarim
					terrain = steppe
					terrain = plains
					terrain = farmlands
					terrain = desert
				}
			}
		}
		modifier = {
			factor = 0
			siege = { is_attacker = no }
		}
		modifier = {
			factor = 0
			has_character_modifier = in_seclusion
		}
		modifier = {
			factor = 0
			trait = in_hiding
		}
	}
	6 = { # military camp
		factor = 100
		modifier = {
			factor = 0
			OR = {
				AND = {
					is_alive = yes
					#in_command = no
					NOT = { siege = { is_attacker = yes } }
					#NOT = { has_job_title  = job_marshal }
				}
				AND = {
					is_alive = no
					NOT = { death_reason = death_battle }
				}
			}
		}
		modifier = {
			factor = 0
			is_alive = no
			OR = {
				trait = saint
				has_nickname = nick_the_saint
				has_nickname = nick_the_martyr
				has_nickname = nick_the_apostle
				
			}
		}
		#modifier = {
		#	factor = 0
		#	OR = {
		#		is_nomadic = yes
		#		AND = {
		#			liege = { is_nomadic = yes }
		#			is_landed = no
		#		}
		#	}
		#	war = no
		#}
		#modifier = {
		#	factor = 0.02
		#	in_command = no
		#	has_job_title = job_marshal
		#}
	}
	7 = { # Dolmen - changed to "tribal" interior 
		factor = 1
		modifier = {
			factor = 2
			is_tribal = yes
		}
		modifier = {
			factor = 5
			OR = {
				is_landed = yes
				spouse = { is_landed = yes }
				AND = {
					liege = { family = ROOT }
					is_landed = no
				}
			}
		}
		modifier = {
			factor = 0
			in_command = yes
			NOT = { siege = { is_attacker = no } }
		}
		modifier = {
			factor = 0
			NOR = {
				is_tribal = yes
				AND = {
					liege = {
						is_tribal = yes
					}
					OR = {
						is_landed = no
						AND = {
							is_landed = yes
							has_job_title = yes
						}
					}
				}
				AND = {
					is_theocracy = yes
					religion_group = pagan_group
					NOR = {
						religion = hellenic_pagan
						religion = hellenic_pagan_reformed
						religion = norse_pagan_reformed
						religion = tengri_pagan_reformed
						religion = baltic_pagan_reformed
						religion = finnish_pagan_reformed
						religion = aztec_reformed
						religion = slavic_pagan_reformed
						religion = west_african_pagan_reformed
						religion = zun_pagan_reformed
						religion = bon_reformed
					}
				}
				AND = {
					liege = {
						is_theocracy = yes
						religion_group = pagan_group
						NOR = {
							religion = hellenic_pagan
							religion = hellenic_pagan_reformed
							religion = norse_pagan_reformed
							religion = tengri_pagan_reformed
							religion = baltic_pagan_reformed
							religion = finnish_pagan_reformed
							religion = aztec_reformed
							religion = slavic_pagan_reformed
							religion = west_african_pagan_reformed
							religion = zun_pagan_reformed
							religion = bon_reformed
						}
					}
					OR = {
						is_landed = no
						AND = {
							is_landed = yes
							has_job_title = yes
						}
					}
				}
			}
		}
		modifier = {
			factor = 0
			trait = in_hiding
		}
	}
	8 = { # Gallows - changed to African savanna -> China
		factor = 100
		modifier = {
			factor = 0
			is_alive = yes
			NOT = { is_offmap_tag = offmap_china }
		}
		modifier = {
			factor = 0
			is_alive = yes
			has_landed_title = e_china_west_governor
			is_landed = yes
		}
		modifier = {
			factor = 0
			is_alive = no
			NOR = {
				death_reason = death_went_to_china
				death_reason = death_went_back_to_china
			}
		}
	}
	9 = { # Church
		factor = 1
		modifier = {
			factor = 0
			NOT = { religion_group = christian }
		}
		modifier = {
			factor = 0
			higher_real_tier_than = COUNT
		}
		modifier = {
			factor = 0
			in_command = yes
			NOT = { siege = { is_attacker = no } }
		}
		modifier = {
			factor = 0
			OR = {
				is_nomadic = yes
				is_tribal = yes
				AND = {
					liege = {
						OR = {
							is_nomadic = yes
							is_tribal = yes
						}
					}
					OR = {
						is_landed = no
						AND = {
							is_landed = yes
							has_job_title = yes
						}
					}
				}
			}
		}
		modifier = {
			factor = 2
			OR = {
				trait = monk
				trait = nun
				trait = theologian
				is_priest = yes
			}
		}
		modifier = {
			factor = 0
			NOR = {
				is_priest = yes
				trait = monk
				trait = nun
				trait = theologian
				trait = martial_cleric
				trait = scholarly_theologian
				trait = mastermind_theologian
			}
		}
		modifier = {
			factor = 5
			is_landed = yes
		}
		modifier = {
			factor = 0
			trait = in_hiding
		}
	}
	10 = { # Desert
		factor = 1
		modifier = {
			factor = 0
			location = {
				NOR = {
					region = world_africa
					region = world_middle_east
					region = world_persia
					#region = world_asia_minor
					region = world_steppe_tarim
					region = world_himalayas
					terrain = desert
				}
			}
		}
		modifier = {
			factor = 2
			location = { terrain = desert }
		}
		modifier = {
			factor = 0
			location = { terrain = marsh }
		}
		modifier = {
			factor = 0
			siege = { is_attacker = no }
		}
		modifier = {
			factor = 5
			OR = {
				is_nomadic = yes
				AND = {
					liege = { is_nomadic = yes }
					OR = {
						is_landed = no
						AND = {
							is_landed = yes
							has_job_title = yes
						}
					}
				}
			}
		}
		modifier = {
			factor = 10
			OR = {
				trait = desert_father
				trait = desert_mother
			}
		}
		modifier = {
			factor = 0
			has_character_modifier = in_seclusion
		}
		modifier = {
			factor = 0
			trait = in_hiding
		}
	}
	11 = { # Steppe
		factor = 1
		modifier = {
			factor = 0
			location = {
				NOR = {
					region = world_steppe
					region = world_europe
					region = world_persia
					region = world_asia_minor
					terrain = marsh
					region = world_asia_minor
					region = emf_region_etelkoz
					region = emf_region_carpathia
				}
			}
		}
		modifier = {
			factor = 0
			location = {
				OR = {
					region = world_steppe
					region = world_asia_minor
				}
				NOR = {
					terrain = steppe
					terrain = plains
					terrain = hills
					terrain = marsh
				}
			}
		}
		modifier = {
			factor = 0
			location = {
				OR = {
					AND = {
						region = world_europe
						NOR = {
							region = emf_region_etelkoz
							region = emf_region_carpathia
						}
					}
					region = world_persia
				}
				NOR = {
					terrain = steppe
					terrain = marsh
				}
			}
		}
		modifier = {
			factor = 0
			location = {
				OR = {
					region = emf_region_etelkoz
					region = emf_region_carpathia
				}
				NOR = {
					terrain = steppe
					terrain = plains
					terrain = marsh
				}
			}
		}
		modifier = {
			factor = 2
			terrain = steppe
		}
		modifier = {
			factor = 2
			is_landed = no
		}
		modifier = {
			factor = 0
			siege = { is_attacker = no }
		}
		modifier = {
			factor = 0
			has_character_modifier = in_seclusion
		}
		modifier = {
			factor = 0
			trait = in_hiding
		}
	}
	12 = { # Ocean w ships
		factor = 1
		modifier = {
			factor = 0
			location = {
				is_land = yes
			}
		}
		modifier = {
			factor = 0
			is_alive = no
		}
		modifier = {
			factor = 0
			trait = in_hiding
		}
	}
	13 = { # Muslim interior
		factor = 2
		modifier = {
			factor = 0
			location = {
				NOR = {
					religion_group = muslim
					religion_group = indian_group
				}
			}
		}
		modifier = {
			factor = 0
			in_command = yes
			NOT = { siege = { is_attacker = no } }
		}
		modifier = {
			factor = 0
			NOR = {
				is_feudal = yes
				is_theocracy = yes
				is_republic = yes
				AND = {
					liege = {
						OR = {
							is_feudal = yes
							is_theocracy = yes
							is_republic = yes
						}
					}
					OR = {
						is_landed = no
						AND = {
							is_landed = yes
							has_job_title = yes
						}
					}
				}
			}
		}
		modifier = {
			factor = 0
			liege = {
				OR = {
					is_tribal = yes
					is_nomadic = yes
				}
			}
			OR = {
				is_landed = no
				AND = {
					is_landed = yes
					has_job_title = yes
				}
			}
		}
		modifier = {
			factor = 0
			trait = in_hiding
		}
	}
	14 = { # Harem - changed to Norman Castle
		factor = 1
		modifier = {
			factor = 0
			location = {
				NOR = {
					region = world_europe_west_brittania
					region = world_europe_west_francia
				}
			}
		}
		modifier = {
			factor = 2
			OR = {
				culture_group = celtic
				culture = norman
			}
		}
		modifier = {
			factor = 2
			#location = { culture_group = celtic }
			OR = {
				is_landed = yes
				spouse = { is_landed = yes }
				AND = {
					liege = { family = ROOT }
					is_landed = no
				}
			}
		}
		modifier = {
			factor = 0
			has_character_modifier = in_seclusion
		}
		modifier = {
			factor = 0
			trait = in_hiding
		}
	}
	15 = { # Muslim interior 2
		factor = 2
		modifier = {
			factor = 0
			location = {
				NOR = {
					region = world_africa
					region = world_middle_east
					region = world_persia
					#region = world_asia_minor
					region = world_steppe_tarim
					region = world_himalayas
					terrain = desert
				}
			}
		}
		modifier = {
			factor = 0
			in_command = yes
			NOT = { siege = { is_attacker = no } }
		}
		modifier = {
			factor = 2
			OR = {
				is_landed = yes
				spouse = { is_landed = yes }
				AND = {
					liege = { family = ROOT }
					is_landed = no
				}
			}
		}
		modifier = {
			factor = 0
			NOR = {
				is_feudal = yes
				is_theocracy = yes
				is_republic = yes
				AND = {
					liege = {
						OR = {
							is_feudal = yes
							is_theocracy = yes
							is_republic = yes
						}
					}
					OR = {
						is_landed = no
						AND = {
							is_landed = yes
							has_job_title = yes
						}
					}
				}
			}
		}
		modifier = {
			factor = 0
			liege = {
				OR = {
					is_tribal = yes
					is_nomadic = yes
				}
			}
			OR = {
				is_landed = no
				AND = {
					is_landed = yes
					has_job_title = yes
				}
			}
		}
		modifier = {
			factor = 0
			trait = in_hiding
		}
	}

	16 = { # Mongol camp 1
		factor = 1
		modifier = {
			factor = 0
			NOR = {
				is_nomadic = yes
				AND = {
					liege = { is_nomadic = yes }
					OR = {
						is_landed = no
						AND = {
							is_landed = yes
							has_job_title = yes
						}
					}
				}
			}
		}
		modifier = {
			factor = 10
			OR = {
				is_landed = yes
				spouse = { is_landed = yes }
				AND = {
					liege = { family = ROOT }
					is_landed = no
				}
			}
		}
		modifier = {
			factor = 5
			liege = { is_nomadic = yes }
			has_job_title = yes
		}
	}

	17 = { # Mongol camp 2
		factor = 1
		modifier = {
			factor = 0
			NOR = {
				is_nomadic = yes
				AND = {
					liege = { is_nomadic = yes }
					OR = {
						is_landed = no
						AND = {
							is_landed = yes
							has_job_title = yes
						}
					}
				}
			}
		}
		modifier = {
			factor = 0
			NOR = {
				is_nomadic = yes
				AND = {
					liege = { is_nomadic = yes }
					is_ruler = no
				}
			}
			in_command = yes
			NOT = { siege = { is_attacker = no } }
		}
		modifier = {
			factor = 0
			OR = {
				is_nomadic = yes
				AND = {
					liege = { is_nomadic = yes }
					is_ruler = no
				}
			}
			war = yes
			in_command = yes
			NOT = { siege = { is_attacker = no } }
		}
		modifier = {
			factor = 0
			trait = in_hiding
		}
	}

	18 = { # Papal palace - used for Christian theocracies
		factor = 50
		modifier = {
			factor = 0
			NOT = { religion_group = christian }
		}
		modifier = {
			factor = 0
			NOR = {
				government = theocracy_government
				is_theocracy = yes
			}
		}
		modifier = {
			factor = 0
			lower_real_tier_than = DUKE
		}
		modifier = {
			factor = 0
			in_command = yes
			NOT = { siege = { is_attacker = no } }
		}
		modifier = {
			factor = 0
			OR = {
				is_nomadic = yes
				is_tribal = yes
				AND = {
					liege = {
						OR = {
							is_nomadic = yes
							is_tribal = yes
						}
					}
					OR = {
						is_landed = no
						AND = {
							is_landed = yes
							has_job_title = yes
						}
					}
				}
			}
		}
		modifier = {
			factor = 0
			trait = in_hiding
		}
	}

	19 = { # Muslim mosque - also used for reformed pagan religions
		factor = 1
		modifier = {
			factor = 0
			NOR = {
				religion_group = muslim
				religion = hellenic_pagan
				religion = hellenic_pagan_reformed
				religion = norse_pagan_reformed
				religion = tengri_pagan_reformed
				religion = baltic_pagan_reformed
				religion = finnish_pagan_reformed
				religion = aztec_reformed
				religion = slavic_pagan_reformed
				religion = west_african_pagan_reformed
				religion = zun_pagan_reformed
				religion = bon_reformed
			}
		}
		modifier = {
			factor = 0
			in_command = yes
			NOT = { siege = { is_attacker = no } }
		}
		modifier = {
			factor = 0
			OR = {
				is_nomadic = yes
				is_tribal = yes
				AND = {
					liege = {
						OR = {
							is_nomadic = yes
							is_tribal = yes
						}
					}
					OR = {
						is_landed = no
						AND = {
							is_landed = yes
							has_job_title = yes
						}
					}
				}
			}
		}
		#modifier = {
		#	factor = 2
		#	OR = {
		#		is_landed = yes
		#		spouse = { is_landed = yes }
		#		AND = {
		#			liege = { family = ROOT }
		#			is_landed = no
		#		}
		#	}
		#}
		modifier = {
			factor = 5
			is_theocracy = yes
			is_landed = yes
		}
		modifier = {
			factor = 2
			OR = {
				trait = faqih
				is_priest = yes
			}
		}
		modifier = {
			factor = 0
			NOR = {
				is_priest = yes
				trait = faqih
				trait = martial_cleric
				trait = scholarly_theologian
				trait = mastermind_theologian
			}
		}
		modifier = {
			factor = 0
			has_character_modifier = in_seclusion
		}
		modifier = {
			factor = 0
			trait = in_hiding
		}
	}

	20 = { # Pagan human sacrifice - changed to African village
		factor = 2
		modifier = {
			factor = 0
			location = {
				NOR = {
					region = world_africa_east
					region = world_africa_central
					region = world_africa_west
				}
			}
		}
		modifier = {
			factor = 0
			location = { terrain = desert }
		}
		modifier = {
			factor = 0
			trait = in_hiding
		}
	}

	21 = { # Saint Halo
		factor = 1000
		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.
		
		modifier = {
			factor = 0
			is_alive = yes
		}
		modifier = {
			factor = 0
			NOR = {
				trait = saint
				has_nickname = nick_the_saint
				has_nickname = nick_the_martyr
				has_nickname = nick_the_apostle
				
			}
		}
	}

	22 = { # Mediterranean Villa
		factor = 1
		modifier = {
			factor = 0
			location = {
				NOR = {
					region = world_europe_west_iberia
					#region = world_europe_west_francia
					region = world_europe_south
				}
			}
		}
		modifier = {
			factor = 2
			location = {
				OR = {
					region = world_europe_south_italy
					region = world_europe_west_iberia
				}
			}
		}
		modifier = {
			factor = 0
			OR = {
				is_nomadic = yes
				is_tribal = yes
				AND = {
					liege = {
						OR = {
							is_nomadic = yes
							is_tribal = yes
						}
					}
					OR = {
						is_landed = no
						AND = {
							is_landed = yes
							has_job_title = yes
						}
					}
				}
			}
		}
		modifier = {
			factor = 0
			trait = in_hiding
		}
	}
	
	23 = { # ocean window
		factor = 1
		modifier = {
			factor = 0
			location = {
				port = no
			}
		}
		modifier = {
			factor = 2
			is_landed = yes
		}
		modifier = {
			factor = 2
			is_republic = yes
		}
		modifier = {
			factor = 0
			OR = {
				is_nomadic = yes
				AND = {
					liege = {
						is_nomadic = yes
					}
					OR = {
						is_landed = no
						AND = {
							is_landed = yes
							has_job_title = yes
						}
					}
				}
			}
		}
		modifier = {
			factor = 0
			is_alive = no
		}
		modifier = {
			factor = 0
			siege = { is_attacker = no }
		}
		modifier = {
			factor = 0
			has_character_modifier = in_seclusion
		}
		modifier = {
			factor = 0
			trait = in_hiding
		}
	}
	
	24 = { # field window
		factor = 1
		modifier = {
			factor = 0
			location = {
				NOR = {
					region = world_europe
					region = world_asia_minor
				}
			}
		}
		modifier = {
			factor = 0
			location = {
				OR = {
					terrain = arctic
					terrain = desert
					terrain = steppe
					terrain = forest
					terrain = marsh
					terrain = mountain
				}
			}
		}
		modifier = {
			factor = 2
			location = {
				OR = {
					terrain = farmlands
					terrain = hills
				}
			}
		}
		modifier = {
			factor = 0
			OR = {
				is_nomadic = yes
				is_tribal = yes
				AND = {
					liege = {
						OR = {
							is_nomadic = yes
							is_tribal = yes
						}
					}
					OR = {
						is_landed = no
						AND = {
							is_landed = yes
							has_job_title = yes
						}
					}
				}
			}
			in_command = no
		}
		modifier = {
			factor = 0
			siege = { is_attacker = no }
		}
		modifier = {
			factor = 0
			has_character_modifier = in_seclusion
		}
		modifier = {
			factor = 0
			trait = in_hiding
		}
	}
	
	25 = { # Alhambra
		factor = 2
		modifier = {
			factor = 0
			location = {
				NOR = {
					region = world_europe_west_iberia
					region = world_africa_north
				}
			}
		}
		modifier = {
			factor = 0
			location = { NOT = { religion_group = muslim } }
		}
		modifier = {
			factor = 1.5
			location = { culture = andalusian_arabic }
		}
		modifier = {
			factor = 0
			OR = {
				is_nomadic = yes
				is_tribal = yes
				AND = {
					liege = {
						OR = {
							is_nomadic = yes
							is_tribal = yes
						}
					}
					OR = {
						is_landed = no
						AND = {
							is_landed = yes
							has_job_title = yes
						}
					}
				}
			}
		}
		modifier = {
			factor = 0
			trait = in_hiding
		}
	}
	
	26 = { # Indian
		factor = 2
		modifier = {
			factor = 0
			location = { NOT = { region = world_india } }
		}
		modifier = {
			factor = 1.5
			religion_group = indian_group
		}
		modifier = {
			factor = 0
			OR = {
				is_nomadic = yes
				is_tribal = yes
				AND = {
					liege = {
						OR = {
							is_nomadic = yes
							is_tribal = yes
						}
					}
					OR = {
						is_landed = no
						AND = {
							is_landed = yes
							has_job_title = yes
						}
					}
				}
			}
		}
		modifier = {
			factor = 0
			has_character_modifier = in_seclusion
		}
		modifier = {
			factor = 0
			trait = in_hiding
		}
	}
}

# 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
			}
			NOR = {
				graphical_culture = norsegfx
				graphical_culture = crimeangfx
				graphical_culture = celticgfx
				graphical_culture = norsegaelgfx
				AND = {
					graphical_culture = bretongfx
					NOT = { year = 950 }
				}
			}
		}
		#modifier = {
		#	factor = 0.1
		#	is_female = yes
		#}
		modifier = {
			factor = 0
			age = 81
			is_female = no
			OR = {
				graphical_culture = norsegfx
				graphical_culture = crimeangfx
				graphical_culture = celticgfx
				graphical_culture = norsegaelgfx
				AND = {
					graphical_culture = bretongfx
					NOT = { year = 950 }
				}
			}
		}
		modifier = {
			factor = 0
			follows_filial_piety_trigger = yes
			NOT = { age = 81 }
			is_female = no
		}
		modifier = {
			factor = 100
			is_devout_chinese_buddhist_trigger = yes
		}
		
		# Does not suit African females of a Western Culture
		#modifier = {
		#	factor = 0
		#	is_female = yes
		#	OR = {
		#		graphical_culture = southernberbergfx
		#		graphical_culture = africangfx
		#		graphical_culture = somaligfx
		#		graphical_culture = westafricangfx
		#	}
		#	NOT = { culture_group = east_african }
		#	NOT = { culture_group = west_african }
		#	OR = {
		#		higher_real_tier_than = COUNT
		#		spouse = { higher_real_tier_than = COUNT }
		#		has_minor_title = title_prince
		#	}
		#}
		# Does not suit Occitan or Basque females
		#modifier = {
		#	factor = 0
		#	is_female = yes
		#	graphical_culture = occitangfx
		#}
		#modifier = {
		#	factor = 0
		#	is_female = yes
		#	graphical_culture = basquegfx
		#}
	}

	1 = { # Black Adder
		factor = 1
		
		# Does not suit African females of a Western Culture
		#modifier = {
		#	factor = 0
		#	is_female = yes
		#	OR = {
		#		graphical_culture = southernberbergfx
		#		graphical_culture = africangfx
		#		graphical_culture = somaligfx
		#		graphical_culture = westafricangfx
		#	}
		#	NOT = { culture_group = east_african }
		#	NOT = { culture_group = west_african }
		#	OR = {
		#		higher_real_tier_than = COUNT
		#		spouse = { higher_real_tier_than = COUNT }
		#		has_minor_title = title_prince
		#	}
		#}
		modifier = {
			factor = 0
			age = 81
			is_female = no
		}
	}
	
	2 = { # Page
		factor = 1
		
		# Does not suit Western females with African style headgear
		#modifier = {
		#	factor = 0
		#	is_female = yes
		#	OR = {
		#		culture_group = east_african
		#		culture_group = west_african
		#	}
		#	NOT = { graphical_culture = southernberbergfx }
		#	NOT = { graphical_culture = africangfx }
		#	NOT = { graphical_culture = somaligfx }
		#	NOT = { graphical_culture = westafricangfx }
		#	OR = {
		#		higher_real_tier_than = COUNT
		#		spouse = { higher_real_tier_than = COUNT }
		#		has_minor_title = title_prince
		#	}
		#}
		modifier = {
			factor = 0
			age = 81
			is_female = no
		}
	}

	3 = { # Synth
		factor = 1
		
		# Does not suit Western females with African style headgear
		#modifier = {
		#	factor = 0
		#	is_female = yes
		#	OR = {
		#		culture_group = east_african
		#		culture_group = west_african
		#	}
		#	NOT = { graphical_culture = southernberbergfx }
		#	NOT = { graphical_culture = africangfx }
		#	NOT = { graphical_culture = somaligfx }
		#	NOT = { graphical_culture = westafricangfx }
		#	OR = {
		#		higher_real_tier_than = COUNT
		#		spouse = { higher_real_tier_than = COUNT }
		#		has_minor_title = title_prince
		#	}
		#}
		modifier = {
			factor = 0
			age = 81
			is_female = no
		}
	}

	4 = { # Long Straight
		factor = 1
		
		modifier = {
			factor = 0.1
			is_female = no
			NOT = {
				age = 50
			}
			OR = {
				graphical_culture = norsegfx
				graphical_culture = crimeangfx
			}
		}
		
		# Does not suit Western females with African style headgear
		#modifier = {
		#	factor = 0
		#	is_female = yes
		#	OR = {
		#		culture_group = east_african
		#		culture_group = west_african
		#	}
		#	NOT = { graphical_culture = southernberbergfx }
		#	NOT = { graphical_culture = africangfx }
		#	NOT = { graphical_culture = somaligfx }
		#	NOT = { graphical_culture = westafricangfx }
		#	OR = {
		#		higher_real_tier_than = COUNT
		#		spouse = { higher_real_tier_than = COUNT }
		#		has_minor_title = title_prince
		#	}
		#}
		modifier = {
			factor = 0
			age = 81
			is_female = no
			NOR = {
				graphical_culture = norsegfx
				graphical_culture = crimeangfx
			}
		}
	}

	5 = { # Long Curly
		factor = 1
		
		# Does not suit African females of a Western Culture
		#modifier = {
		#	factor = 0
		#	is_female = yes
		#	OR = {
		#		graphical_culture = southernberbergfx
		#		graphical_culture = africangfx
		#		graphical_culture = somaligfx
		#		graphical_culture = westafricangfx
		#	}
		#	NOT = { culture_group = east_african }
		#	NOT = { culture_group = west_african }
		#	OR = {
		#		higher_real_tier_than = COUNT
		#		spouse = { higher_real_tier_than = COUNT }
		#		has_minor_title = title_prince
		#	}
		#}
		modifier = {
			factor = 0
			age = 81
			is_female = no
		}
	}

	6 = {  # Tonsure
		factor = 1
		#modifier = {
		#	factor = 0
		#	is_female = no
		#	is_landed = 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_group = east_african
		#		culture_group = west_african
		#	}
		#	NOT = { graphical_culture = southernberbergfx }
		#	NOT = { graphical_culture = africangfx }
		#	NOT = { graphical_culture = somaligfx }
		#	NOT = { graphical_culture = westafricangfx }
		#	OR = {
		#		higher_real_tier_than = COUNT
		#		spouse = { higher_real_tier_than = COUNT }
		#		has_minor_title = title_prince
		#	}
		#}
		
		# Does not suit African females of a Western Culture
		#modifier = {
		#	factor = 0
		#	is_female = yes
		#	OR = {
		#		graphical_culture = southernberbergfx
		#		graphical_culture = africangfx
		#		graphical_culture = somaligfx
		#		graphical_culture = westafricangfx
		#	}
		#	NOT = { culture_group = east_african }
		#	NOT = { culture_group = west_african }
		#	OR = {
		#		higher_real_tier_than = COUNT
		#		spouse = { higher_real_tier_than = COUNT }
		#		has_minor_title = title_prince
		#	}
		#}
		modifier = {
			factor = 0.1
			is_female = no
			NOT = {
				age = 50
			}
			OR = {
				graphical_culture = celticgfx
				graphical_culture = norsegaelgfx
				AND = {
					graphical_culture = bretongfx
					NOT = { year = 950 }
				}
			}
		}
		modifier = { #tonsure not available unless a monk
			factor = 0
			is_female = no
			OR = {
				#graphical_culture = westerngfx
				graphical_culture = germangfx
				AND = {
					graphical_culture = bretongfx
					year = 950
				}
				graphical_culture = englishgfx
				graphical_culture = frankishgfx
				graphical_culture = occitangfx
				graphical_culture = westernslavicgfx
				graphical_culture = croatsouthslavicgfx
				graphical_culture = serbsouthslavicgfx
				graphical_culture = bohemiangfx
				AND = {
					graphical_culture = magyargfx
					NOT = { religion_group = pagan_group }
				}
				graphical_culture = normangfx
				graphical_culture = dutchgfx
				graphical_culture = saxongfx
				graphical_culture = dalmatiangfx
				graphical_culture = siciliangfx
				graphical_culture = muslimgfx
				graphical_culture = levantinegfx
				graphical_culture = egyptiangfx
				graphical_culture = maghrebgfx
				graphical_culture = kurdishgfx
				graphical_culture = assyriangfx
			}
		}
		modifier = {
			factor = 0
			age = 81
			is_female = no
			NOR = {
				graphical_culture = celticgfx
				graphical_culture = norsegaelgfx
				AND = {
					graphical_culture = bretongfx
					NOT = { year = 950 }
				}
			}
		}
	}
	
	7 = {  # Short
		factor = 1
		
		# Does not suit Western females with African style headgear
		#modifier = {
		#	factor = 0
		#	is_female = yes
		#	OR = {
		#		culture_group = east_african
		#		culture_group = west_african
		#	}
		#	NOT = { graphical_culture = southernberbergfx }
		#	NOT = { graphical_culture = africangfx }
		#	NOT = { graphical_culture = somaligfx }
		#	NOT = { graphical_culture = westafricangfx }
		#	OR = {
		#		higher_real_tier_than = COUNT
		#		spouse = { higher_real_tier_than = COUNT }
		#		has_minor_title = title_prince
		#	}
		#}
		
		# Does not suit African females of a Western Culture
		#modifier = {
		#	factor = 0
		#	is_female = yes
		#	OR = {
		#		graphical_culture = southernberbergfx
		#		graphical_culture = africangfx
		#		graphical_culture = somaligfx
		#		graphical_culture = westafricangfx
		#	}
		#	NOT = { culture_group = east_african }
		#	NOT = { culture_group = west_african }
		#	OR = {
		#		higher_real_tier_than = COUNT
		#		spouse = { higher_real_tier_than = COUNT }
		#		has_minor_title = title_prince
		#	}
		#}
		modifier = {
			factor = 0
			age = 81
			is_female = no
		}
	}
	
	8 = { # Short Curly
		factor = 1
		modifier = {
			factor = 0
			age = 81
			is_female = no
		}
	}
	
	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_group = east_african
		#		culture_group = west_african
		#	}
		#	NOT = { graphical_culture = southernberbergfx }
		#	NOT = { graphical_culture = africangfx }
		#	NOT = { graphical_culture = somaligfx }
		#	NOT = { graphical_culture = westafricangfx }
		#	OR = {
		#		higher_real_tier_than = COUNT
		#		spouse = { higher_real_tier_than = COUNT }
		#		has_minor_title = title_prince
		#	}
		#}
		modifier = {
			factor = 0
			age = 81
			is_female = no
		}
		modifier = {
			factor = 0
			is_female = yes
			follows_filial_piety_trigger = yes
		}
	}
	
	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_group = east_african
		#		culture_group = west_african
		#	}
		#	NOT = { graphical_culture = southernberbergfx }
		#	NOT = { graphical_culture = africangfx }
		#	NOT = { graphical_culture = somaligfx }
		#	NOT = { graphical_culture = westafricangfx }
		#	OR = {
		#		higher_real_tier_than = COUNT
		#		spouse = { higher_real_tier_than = COUNT }
		#		has_minor_title = title_prince
		#	}
		#}
		modifier = {
			factor = 0
			age = 81
			is_female = no
		}
		modifier = {
			factor = 0
			follows_filial_piety_trigger = yes
		}
		modifier = {
			factor = 0
			is_female = yes
			follows_filial_piety_trigger = yes
		}
	}
	
	11 = { # Balding
		factor = 1
		modifier = {
			factor = 0
			age = 81
			is_female = no
		}
		modifier = { # Norman haircut
			factor = 20
			culture = norman
			is_female = no
			OR = {
				graphical_culture = englishgfx
				graphical_culture = dutchgfx
				graphical_culture = saxongfx
				AND = {
					graphical_culture = normangfx
					NOT = { religion_group = pagan_group }
				}
			}
			NOT = { year = 1150 }
		}
		modifier = {
			factor = 0
			is_female = yes
			follows_filial_piety_trigger = yes
		}
	}
	
	12 = { # Marine
		factor = 1
		
		# Does not suit Western females with African style headgear
		#modifier = {
		#	factor = 0
		#	is_female = yes
		#	OR = {
		#		culture_group = east_african
		#		culture_group = west_african
		#	}
		#	NOT = { graphical_culture = southernberbergfx }
		#	NOT = { graphical_culture = africangfx }
		#	NOT = { graphical_culture = somaligfx }
		#	NOT = { graphical_culture = westafricangfx }
		#	OR = {
		#		higher_real_tier_than = COUNT
		#		spouse = { higher_real_tier_than = COUNT }
		#		has_minor_title = title_prince
		#	}
		#}
		modifier = {
			factor = 0
			age = 81
			is_female = no
		}
		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
			age = 81
			is_female = no
		}
		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
		}
	}
	
	14 = { # Mohawk
		factor = 1
		modifier = { #"Cossack"-style hair only available if pagan
			factor = 0
			is_female = no
			graphical_culture = easternslavicgfx
			NOT = { religion_group = pagan_group }
		}
		modifier = { # bowl cut
			factor = 20
			culture = norman
			is_female = no
			OR = {
				graphical_culture = englishgfx
				graphical_culture = dutchgfx
				graphical_culture = saxongfx
				AND = {
					graphical_culture = normangfx
					NOT = { religion_group = pagan_group }
				}
			}
			year = 1300
		}
		modifier = {
			factor = 0
			age = 81
			is_female = no
		}
		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
		}
	}
	
	15 = { # Mohawk
		factor = 1
		modifier = {
			factor = 0
			age = 81
			is_female = no
		}
	}
}

# 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
			trait = in_hiding
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
				government = order_government
				is_republic = yes
			}
			NOT = { is_offmap_tag_including_dead = offmap_china }
		}
		modifier = {
			factor = 0
			NOT = { real_tier = EMPEROR }
			NOT = { real_tier = KING }
			NOT = { spouse = { real_tier = EMPEROR } }
			NOT = { spouse = { real_tier = KING } }
			NOT = { has_minor_title = title_prince }
			NOT = { is_offmap_tag_including_dead = offmap_china }
		}
		modifier = {
			factor = 0
			OR = {
				AND = {
					is_nomadic = yes
					NOT = { real_tier = EMPEROR }
				}
				AND = {
					NOT = { real_tier = EMPEROR }
					spouse = {
						is_nomadic = yes
						NOT = { real_tier = EMPEROR }
					}
				}
			}
			NOT = { is_offmap_tag_including_dead = offmap_china }
		}
		modifier = {
			factor = 0
			OR = {
				culture_group = chinese_group
				culture = khitan
				culture = jurchen
			}
			is_female = no
			NOT = { has_portrait_property = { layer = 5 index = 0 } }
		}
		modifier = {
			factor = 100 # This ensures that the reverse order check stays matched
			OR = {
				culture_group = chinese_group
				culture = khitan
				culture = jurchen
			}
			is_female = no
			has_portrait_property = { layer = 5 index = 0 }
		}
		modifier = { # Cloth with the Leonese and Castilian CoA disabled unless the character owns one of the relevant titles
			factor = 0
			OR = {
				culture = castillan
				culture = portuguese
				culture = catalan
				culture = basque
				culture = visigothic
				culture = suebi
				culture = aragonese
				culture = leonese
				culture = galician
			}
			is_female = no
			year = 950
			NOR = {
				has_landed_title = k_castille
				has_landed_title = d_castilla
				has_landed_title = k_leon
				has_landed_title = d_leon
			}
		}
	}
	
	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
			trait = in_hiding
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
				government = order_government
				is_republic = yes
			}
			NOT = { is_offmap_tag_including_dead = offmap_china }
		}
		modifier = {
			factor = 0
			NOT = { real_tier = EMPEROR }
			NOT = { real_tier = KING }
			NOT = { spouse = { real_tier = EMPEROR } }
			NOT = { spouse = { real_tier = KING } }
			NOT = { has_minor_title = title_prince }
			NOT = { is_offmap_tag_including_dead = offmap_china }
		}
		modifier = {
			factor = 0
			OR = {
				AND = {
					is_nomadic = yes
					NOT = { real_tier = EMPEROR }
				}
				AND = {
					NOT = { real_tier = EMPEROR }
					spouse = {
						is_nomadic = yes
						NOT = { real_tier = EMPEROR }
					}
				}
			}
			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
			trait = in_hiding
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
				government = order_government
				is_republic = yes
			}
			NOT = { is_offmap_tag_including_dead = offmap_china }
		}
		modifier = {
			factor = 0
			NOT = { real_tier = EMPEROR }
			NOT = { real_tier = KING }
			NOT = { spouse = { real_tier = EMPEROR } }
			NOT = { spouse = { real_tier = KING } }
			NOT = { has_minor_title = title_prince }
			NOT = { is_offmap_tag_including_dead = offmap_china }
		}
		modifier = {
			factor = 0
			OR = {
				AND = {
					is_nomadic = yes
					NOT = { real_tier = EMPEROR }
				}
				AND = {
					NOT = { real_tier = EMPEROR }
					spouse = {
						is_nomadic = yes
						NOT = { real_tier = EMPEROR }
					}
				}
			}
			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
			trait = in_hiding
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
		modifier = {
			factor = 0
			NOR = {
				is_ruler = yes
				spouse = { is_ruler = yes }
				has_job_title = job_chancellor
				has_minor_title = title_prince
			}
		}
		modifier = {
			factor = 0
			OR = {
				AND = {
					is_nomadic = no
					higher_real_tier_than = DUKE
					NOR = {
						government = order_government
						is_republic = yes
					}
				}
				AND = {
					is_nomadic = yes
					real_tier = EMPEROR
				}
				spouse = {
					is_nomadic = no
					higher_real_tier_than = DUKE
					NOR = {
						government = order_government
						is_republic = yes
					}
				}
				spouse = {
					is_nomadic = yes
					real_tier = EMPEROR
				}
			}
		}
	}
	
	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
			trait = in_hiding
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
		modifier = {
			factor = 0
			NOR = {
				is_ruler = yes
				spouse = { is_ruler = yes }
				has_job_title = job_chancellor
				has_minor_title = title_prince
			}
		}
		modifier = {
			factor = 0
			OR = {
				AND = {
					is_nomadic = no
					higher_real_tier_than = DUKE
					NOR = {
						government = order_government
						is_republic = yes
					}
				}
				AND = {
					is_nomadic = yes
					real_tier = EMPEROR
				}
				spouse = {
					is_nomadic = no
					higher_real_tier_than = DUKE
					NOR = {
						government = order_government
						is_republic = yes
					}
				}
				spouse = {
					is_nomadic = yes
					real_tier = EMPEROR
				}
			}
		}
	}
	
	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
			trait = in_hiding
		}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
		modifier = {
			factor = 0
			NOR = {
				is_ruler = yes
				spouse = { is_ruler = yes }
				has_job_title = job_chancellor
				has_minor_title = title_prince
			}
		}
		modifier = {
			factor = 0
			OR = {
				AND = {
					is_nomadic = no
					higher_real_tier_than = DUKE
					NOR = {
						government = order_government
						is_republic = yes
					}
				}
				AND = {
					is_nomadic = yes
					real_tier = EMPEROR
				}
				spouse = {
					is_nomadic = no
					higher_real_tier_than = DUKE
					NOR = {
						government = order_government
						is_republic = yes
					}
				}
				spouse = {
					is_nomadic = yes
					real_tier = EMPEROR
				}
			}
		}
	}
	
	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 = in_hiding }
			NOT = { trait = peasant_leader }
			NOT = { trait = heresiarch }
			OR = {
				is_ruler = yes
				spouse = { is_ruler = yes }
				has_job_title = job_chancellor
				has_minor_title = title_prince
				is_offmap_tag_including_dead = offmap_china
			}
		}
		#modifier = {
		#	factor = 10
		#	is_landed = 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 = in_hiding }
			NOT = { trait = peasant_leader }
			NOT = { trait = heresiarch }
			OR = {
				is_or_was_offmap_power_ruler = yes
				is_ruler = yes
				spouse = { is_ruler = yes }
				has_job_title = job_chancellor
				has_minor_title = title_prince
			}
		}
	}
	
	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 = in_hiding }
			NOT = { trait = peasant_leader }
			NOT = { trait = heresiarch }
			OR = {
				is_or_was_offmap_power_ruler = yes
				is_ruler = yes
				spouse = { is_ruler = yes }
				has_job_title = job_chancellor
				has_minor_title = title_prince
			}
		}
	}
	9 = { # Shady clothes
		factor = 100
		hide_layers = { 31 = { } } #Veil overload.
		hide_layers = { 32 = { } } 
		hide_layers = { 33 = { } }
		modifier = {
			factor = 0
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
		}
		modifier = {
			factor = 0
			OR = {
				higher_real_tier_than = DUKE
				spouse = { higher_real_tier_than = DUKE }
			}
		}
		modifier = {
			factor = 0
			NOT = { has_job_title = job_spymaster }
		}
		modifier = {
			factor = 0
			prisoner = yes
		}
	}
	
	# Martial
	10 = {
		factor = 100
		modifier = {
			factor = 0
			trait = saint 
		}
		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
				primary_title = {
					OR = {
						mercenary = yes
						holy_order = yes
						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
					}
					NOT = {
						primary_title = {
							OR = {
								mercenary = yes
								holy_order = yes
								title = e_china_west_governor
							}
						}
					}
				}
				#AND = {
				#	religion_group = christian
				#	OR = {
				#		AND = {
				#			is_ruler = yes
				#			is_theocracy = yes
				#		}
				#		has_job_title = job_spiritual
				#	}
				#}
			}
		}
		modifier = {
			factor = 0
			OR = {
				higher_real_tier_than = DUKE
				spouse = { higher_real_tier_than = DUKE }
			}
			in_command = no
			NOT = { primary_title = { title = e_china_west_governor } }
		}
		modifier = {
			factor = 0
			primary_title = { title = e_china_west_governor }
			OR = {
				culture_group = chinese_group
				culture = khitan
				culture = jurchen
			}
		}
		#modifier = {
		#	factor = 0
		#	religion_group = christian
		#	OR = {
		#		AND = {
		#			government = theocracy_government
		#			is_landed = yes
		#		}
		#		has_job_title = job_spiritual
		#	}
		#}
		modifier = {
			factor = 0
			has_game_rule = {
				name = martial_headgear
				value = on
			}
			is_nomadic = yes
			NOR = {
				war = yes
				siege = { is_attacker = yes }
				has_job_title  = job_marshal
			}
		}
		modifier = {
			factor = 0
			prisoner = yes
		}
		modifier = {
			factor = 0
			OR = {
				chinese_martial_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 = 10 }
		}
	}
	
	# Ragged prison clothes
	11 = {
		factor = 100
		modifier = {
			factor = 0
			OR = {
				prisoner = no
				AND = {
					prisoner = yes
					has_character_modifier = house_arrest
				}
			}
		}
	}
	
	# Chinese Martial Extension 1
	12 = {
		factor = 99
		modifier = {
			factor = 0
			chinese_generals_modifier_trigger = no
		}
		modifier = {
			factor = 0
			prisoner = yes
		}
		modifier = {
			factor = 100 # This ensures that the reverse order check stays matched
			has_portrait_property = { layer = 5 index = 12 }
		}
	}
	
	# Chinese Martial Extension 2
	13 = {
		factor = 99
		modifier = {
			factor = 0
			chinese_martial_modifier_trigger = no
		}
		modifier = {
			factor = 0
			prisoner = yes
		}
		modifier = {
			factor = 100 # This ensures that the reverse order check stays matched
			has_portrait_property = { layer = 5 index = 13 }
		}
	}
	
	# Chinese Martial Extension 3
	14 = {
		factor = 99
		modifier = {
			factor = 0
			chinese_generals_modifier_trigger = no
		}
		modifier = {
			factor = 0
			prisoner = yes
		}
		modifier = {
			factor = 100 # This ensures that the reverse order check stays matched
			has_portrait_property = { layer = 5 index = 14 }
		}
	}
}

# p4 beard
4 = {
	0 = { #Beardless
		factor = 1
		#modifier = {
		#	factor = 5
		#	religion_group = orthodox
		#	culture_group = byzantine
		#}
		modifier = {
			factor = 0
			age = 18
			OR = {
				religion = orthodox
				is_heresy_of = orthodox
			}
			OR = {
				AND = {
					government = theocracy_government
					is_landed = yes
				}
				has_job_title = job_spiritual
			}
			NOT = { trait = leper }
		}
		modifier = {
			factor = 0
			age = 18
			NOR = {
				religion = catholic
				is_heresy_of = catholic
				culture = norman
				trait = groomed
			}
		}
		modifier = {
			factor = 0
			age = 18
			OR = {
				religion = catholic
				is_heresy_of = catholic
			}
			NOT = { trait = leper }
			OR = {
				AND = {
					government = theocracy_government
					is_landed = yes
				}
				has_job_title = job_spiritual
			}
			OR = {
				trait = bad_priest_christian
				trait = uncouth
			}
		}
		modifier = {
			factor = 0
			age = 18
			OR = {
				religion = catholic
				is_heresy_of = catholic
			}
			NOT = { trait = leper }
			NOR = {
				AND = {
					government = theocracy_government
					is_landed = yes
				}
				has_job_title = job_spiritual
			}
			NOR = {
				has_nickname = nick_the_pious
				has_nickname = nick_the_apostle
				has_nickname = nick_the_blessed
				has_nickname = nick_the_confessor
				has_nickname = nick_the_monk
			}
		}
		modifier = {
			factor = 0
			age = 18
			trait = uncouth
		}
		modifier = {
			factor = 10
			trait = groomed
		}
		modifier = {
			factor = 10
			culture = norman
		}
		modifier = {
			factor = 100
			is_devout_chinese_buddhist_trigger = yes
		}
		#modifier = {
		#	factor = 0.5
		#	OR = {
		#		culture_group = altaic
		#		culture_group = east_slavic
		#	}
		#}
		#modifier = {
		#	factor = 10
		#	culture = pecheneg
		#}
		#modifier = {
		#	factor = 15
		#	culture = norse
		#}
		#modifier = {
		#	factor = 20
		#	culture = norman
		#}
	}
	1 = { #Light beard
		factor = 1
		#modifier = {
		#	factor = 0
		#	AND = {
		#		religion_group = christian
		#		NOT = {
		#			religion = catholic
		#			is_heresy_of = catholic
		#		}
		#	}
		#	is_priest = yes
		#}
		#modifier = {
		#	factor = 2
		#	culture = pecheneg
		#}
		modifier = {
			factor = 0
			age = 18
			OR = {
				religion = catholic
				is_heresy_of = catholic
			}
			OR = {
				AND = {
					government = theocracy_government
					is_landed = yes
				}
				has_job_title = job_spiritual
			}
			NOT = { trait = bad_priest_christian }
			NOT = { trait = uncouth }
		}
		modifier = {
			factor = 0
			age = 18
			OR = {
				religion = catholic
				is_heresy_of = catholic
			}
			NOR = {
				AND = {
					government = theocracy_government
					is_landed = yes
				}
				has_job_title = job_spiritual
			}
			OR = {
				has_nickname = nick_the_pious
				has_nickname = nick_the_apostle
				has_nickname = nick_the_blessed
				has_nickname = nick_the_confessor
				has_nickname = nick_the_monk
			}
		}
		modifier = {
			factor = 0
			NOT = { age = 18 }
		}
		modifier = {
			factor = 0
			trait = leper
		}
	}
	2 = { #Beard
		factor = 1
		#modifier = {
		#	factor = 30
		#	OR = {
		#		culture_group = byzantine
		#		culture_group = altaic
		#		culture_group = east_slavic
		#	}
		#}
		#modifier = {
		#	factor = 0
		#	culture = pecheneg
		#}
		modifier = {
			factor = 0
			age = 18
			OR = {
				religion = catholic
				is_heresy_of = catholic
			}
			OR = {
				AND = {
					government = theocracy_government
					is_landed = yes
				}
				has_job_title = job_spiritual
			}
			NOT = { trait = bad_priest_christian }
			NOT = { trait = uncouth }
		}
		modifier = {
			factor = 0
			age = 18
			OR = {
				religion = catholic
				is_heresy_of = catholic
			}
			NOR = {
				AND = {
					government = theocracy_government
					is_landed = yes
				}
				has_job_title = job_spiritual
			}
			OR = {
				has_nickname = nick_the_pious
				has_nickname = nick_the_apostle
				has_nickname = nick_the_blessed
				has_nickname = nick_the_confessor
				has_nickname = nick_the_monk
			}
		}
		modifier = {
			factor = 0
			NOT = { age = 18 }
		}
		modifier = {
			factor = 0
			trait = leper
		}
	}
	3 = { #Beard
		factor = 1
		#modifier = {
		#	factor = 30
		#	OR = {
		#		culture_group = byzantine
		#		culture_group = altaic
		#		culture_group = east_slavic
		#	}
		#}
		#modifier = {
		#	factor = 2
		#	culture = pecheneg
		#}
		modifier = {
			factor = 0
			age = 18
			OR = {
				religion = catholic
				is_heresy_of = catholic
			}
			OR = {
				AND = {
					government = theocracy_government
					is_landed = yes
				}
				has_job_title = job_spiritual
			}
			NOT = { trait = bad_priest_christian }
			NOT = { trait = uncouth }
		}
		modifier = {
			factor = 0
			age = 18
			OR = {
				religion = catholic
				is_heresy_of = catholic
			}
			NOR = {
				AND = {
					government = theocracy_government
					is_landed = yes
				}
				has_job_title = job_spiritual
			}
			OR = {
				has_nickname = nick_the_pious
				has_nickname = nick_the_apostle
				has_nickname = nick_the_blessed
				has_nickname = nick_the_confessor
				has_nickname = nick_the_monk
			}
		}
		modifier = {
			factor = 0
			NOT = { age = 18 }
		}
		modifier = {
			factor = 0
			trait = leper
		}
	}
	4 = { #Small mustache and beard
		factor = 1
		#modifier = {
		#	factor = 0
		#	AND = {
		#		religion_group = christian
		#		NOT = {
		#			religion = catholic
		#			is_heresy_of = catholic
		#		}
		#	}
		#	is_priest = yes
		#}
		#modifier = {
		#	factor = 2.5
		#	culture = pecheneg
		#}
		modifier = {
			factor = 0
			age = 18
			OR = {
				religion = catholic
				is_heresy_of = catholic
			}
			OR = {
				AND = {
					government = theocracy_government
					is_landed = yes
				}
				has_job_title = job_spiritual
			}
			NOT = { trait = bad_priest_christian }
			NOT = { trait = uncouth }
		}
		modifier = {
			factor = 0
			age = 18
			OR = {
				religion = catholic
				is_heresy_of = catholic
			}
			NOR = {
				AND = {
					government = theocracy_government
					is_landed = yes
				}
				has_job_title = job_spiritual
			}
			OR = {
				has_nickname = nick_the_pious
				has_nickname = nick_the_apostle
				has_nickname = nick_the_blessed
				has_nickname = nick_the_confessor
				has_nickname = nick_the_monk
			}
		}
		modifier = {
			factor = 0
			NOT = { age = 18 }
		}
		modifier = {
			factor = 0
			trait = leper
		}
	}
	5 = { #Spanish mustache
		factor = 1
		#modifier = {
		#	factor = 0
		#	AND = {
		#		religion_group = christian
		#		NOT = {
		#			religion = catholic
		#			is_heresy_of = catholic
		#		}
		#	}
		#	is_priest = yes
		#}
		#modifier = {
		#	factor = 2.5
		#	culture = pecheneg
		#}
		modifier = {
			factor = 0
			age = 18
			OR = {
				religion = catholic
				is_heresy_of = catholic
			}
			OR = {
				AND = {
					government = theocracy_government
					is_landed = yes
				}
				has_job_title = job_spiritual
			}
			NOT = { trait = bad_priest_christian }
			NOT = { trait = uncouth }
		}
		modifier = {
			factor = 0
			age = 18
			OR = {
				religion = catholic
				is_heresy_of = catholic
			}
			NOR = {
				AND = {
					government = theocracy_government
					is_landed = yes
				}
				has_job_title = job_spiritual
			}
			OR = {
				has_nickname = nick_the_pious
				has_nickname = nick_the_apostle
				has_nickname = nick_the_blessed
				has_nickname = nick_the_confessor
				has_nickname = nick_the_monk
			}
		}
		modifier = {
			factor = 0
			NOT = { age = 18 }
		}
		modifier = {
			factor = 0
			trait = leper
		}
	}
	6 = { #Beard no mustache
		factor = 1
		#modifier = {
		#	factor = 30
		#	OR = {
		#		culture_group = byzantine
		#		culture_group = altaic
		#		culture_group = east_slavic
		#	}
		#}
		#modifier = {
		#	factor = 0
		#	culture = pecheneg
		#}
		modifier = {
			factor = 0
			age = 18
			OR = {
				religion = catholic
				is_heresy_of = catholic
			}
			OR = {
				AND = {
					government = theocracy_government
					is_landed = yes
				}
				has_job_title = job_spiritual
			}
			NOT = { trait = bad_priest_christian }
			NOT = { trait = uncouth }
		}
		modifier = {
			factor = 0
			age = 18
			OR = {
				religion = catholic
				is_heresy_of = catholic
			}
			NOR = {
				AND = {
					government = theocracy_government
					is_landed = yes
				}
				has_job_title = job_spiritual
			}
			OR = {
				has_nickname = nick_the_pious
				has_nickname = nick_the_apostle
				has_nickname = nick_the_blessed
				has_nickname = nick_the_confessor
				has_nickname = nick_the_monk
			}
		}
		modifier = {
			factor = 0
			NOT = { age = 18 }
		}
		modifier = {
			factor = 0
			trait = leper
		}
	}
	7 = { #Evil stache
		factor = 1
		#modifier = {
		#	factor = 0
		#	AND = {
		#		religion_group = christian
		#		NOT = {
		#			religion = catholic
		#			is_heresy_of = catholic
		#		}
		#	}
		#	is_priest = yes
		#}
		#modifier = {
		#	factor = 0.5
		#	OR = {
		#		#culture_group = byzantine
		#		culture_group = altaic
		#		culture_group = east_slavic
		#	}
		#}
		#modifier = {
		#	factor = 0
		#	OR = {
		#		graphical_culture = maghrebgfx
		#		graphical_culture = berbergfx
		#	}
		#}
		#modifier = {
		#	factor = 2.5
		#	culture = pecheneg
		#}
		modifier = {
			factor = 0
			age = 18
			OR = {
				religion = catholic
				is_heresy_of = catholic
			}
			OR = {
				AND = {
					government = theocracy_government
					is_landed = yes
				}
				has_job_title = job_spiritual
			}
			NOT = { trait = bad_priest_christian }
			NOT = { trait = uncouth }
		}
		modifier = {
			factor = 0
			age = 18
			OR = {
				religion = catholic
				is_heresy_of = catholic
			}
			NOR = {
				AND = {
					government = theocracy_government
					is_landed = yes
				}
				has_job_title = job_spiritual
			}
			OR = {
				has_nickname = nick_the_pious
				has_nickname = nick_the_apostle
				has_nickname = nick_the_blessed
				has_nickname = nick_the_confessor
				has_nickname = nick_the_monk
			}
		}
		modifier = {
			factor = 0
			NOT = { age = 18 }
		}
		modifier = {
			factor = 0
			age = 18
			OR = {
				graphical_culture = maghrebgfx
				graphical_culture = berbergfx
				graphical_culture = westafricangfx
				graphical_culture = guanchegfx
			}
		}
		modifier = {
			factor = 0
			trait = leper
		}
	}
	8 = { #No Beard
		factor = 1
		#modifier = {
		#	factor = 0
		#	AND = {
		#		religion_group = christian
		#		NOT = {
		#			religion = catholic
		#			is_heresy_of = catholic
		#		}
		#	}
		#	is_priest = yes
		#}
		#modifier = {
		#	factor = 0.5
		#	OR = {
		#		#graphical_culture = byzantinegfx
		#		graphical_culture = steppegfx
		#		graphical_culture = easternslavicgfx
		#	}
		#}
		#modifier = {
		#	factor = 0
		#	OR = {
		#		graphical_culture = maghrebgfx
		#		graphical_culture = berbergfx
		#	}
		#}
		#modifier = {
		#	factor = 0
		#	culture = pecheneg
		#}
		#modifier = {
		#	factor = 50
		#	culture = norman
		#}
		modifier = {
			factor = 0
			age = 18
			OR = {
				religion = catholic
				is_heresy_of = catholic
			}
			OR = {
				AND = {
					government = theocracy_government
					is_landed = yes
				}
				has_job_title = job_spiritual
			}
			NOT = { trait = bad_priest_christian }
			NOT = { trait = uncouth }
		}
		modifier = {
			factor = 0
			age = 18
			OR = {
				religion = catholic
				is_heresy_of = catholic
			}
			NOR = {
				AND = {
					government = theocracy_government
					is_landed = yes
				}
				has_job_title = job_spiritual
			}
			OR = {
				has_nickname = nick_the_pious
				has_nickname = nick_the_apostle
				has_nickname = nick_the_blessed
				has_nickname = nick_the_confessor
				has_nickname = nick_the_monk
			}
		}
		modifier = {
			factor = 0
			NOT = { age = 18 }
		}
		modifier = {
			factor = 0
			age = 18
			OR = {
				graphical_culture = maghrebgfx
				graphical_culture = berbergfx
				graphical_culture = westafricangfx
				graphical_culture = guanchegfx
			}
		}
		modifier = {
			factor = 0
			trait = leper
		}
	}
	9 = { #Light Beard
		factor = 1
		#modifier = {
		#	factor = 0
		#	AND = {
		#		religion_group = christian
		#		NOT = {
		#			religion = catholic
		#			is_heresy_of = catholic
		#		}
		#	}
		#	is_priest = yes
		#}
		#modifier = {
		#	factor = 0
		#	culture = pecheneg
		#}
		#modifier = {
		#	factor = 0
		#	OR = {
		#		graphical_culture = maghrebgfx
		#		graphical_culture = berbergfx
		#	}
		#}
		modifier = {
			factor = 0
			age = 18
			OR = {
				religion = catholic
				is_heresy_of = catholic
			}
			OR = {
				AND = {
					government = theocracy_government
					is_landed = yes
				}
				has_job_title = job_spiritual
			}
			NOT = { trait = bad_priest_christian }
			NOT = { trait = uncouth }
		}
		modifier = {
			factor = 0
			age = 18
			OR = {
				religion = catholic
				is_heresy_of = catholic
			}
			NOR = {
				AND = {
					government = theocracy_government
					is_landed = yes
				}
				has_job_title = job_spiritual
			}
			OR = {
				has_nickname = nick_the_pious
				has_nickname = nick_the_apostle
				has_nickname = nick_the_blessed
				has_nickname = nick_the_confessor
				has_nickname = nick_the_monk
			}
		}
		modifier = {
			factor = 0
			NOT = { age = 18 }
		}
		modifier = {
			factor = 0
			age = 18
			OR = {
				graphical_culture = maghrebgfx
				graphical_culture = berbergfx
				graphical_culture = westafricangfx
				graphical_culture = guanchegfx
			}
		}
		modifier = {
			factor = 0
			trait = leper
		}
	}
	10 = { #Beard
		factor = 1
		#modifier = {
		#	factor = 0
		#	religion_group = muslim
		#	NOT = { graphical_culture = muslimgfx }
		#	NOT = { graphical_culture = arabicgfx }
		#}
		#modifier = {
		#	factor = 0
		#	OR = {
		#		graphical_culture = afghangfx
		#		graphical_culture = maghrebgfx
		#		graphical_culture = persiangfx
		#		graphical_culture = berbergfx
		#	}
		#}
		#modifier = {
		#	factor = 20
		#	religion_group = christian
		#	culture_group = iberian
		#	OR = {
		#		graphical_culture = southerngfx
		#		graphical_culture = byzantinegfx
		#		graphical_culture = italiangfx
		#		graphical_culture = siciliangfx
		#	}
		#}
		#modifier = {
		#	factor = 40
		#	religion_group = christian
		#	OR = {
		#		culture = greek
		#		culture = italian
		#	}
		#	OR = {
		#		graphical_culture = southerngfx
		#		graphical_culture = byzantinegfx
		#		graphical_culture = italiangfx
		#		graphical_culture = siciliangfx
		#	}
		#}
		modifier = {
			factor = 0
			age = 18
			OR = {
				religion = catholic
				is_heresy_of = catholic
			}
			OR = {
				AND = {
					government = theocracy_government
					is_landed = yes
				}
				has_job_title = job_spiritual
			}
			NOT = { trait = bad_priest_christian }
			NOT = { trait = uncouth }
		}
		modifier = {
			factor = 0
			age = 18
			OR = {
				religion = catholic
				is_heresy_of = catholic
			}
			NOR = {
				AND = {
					government = theocracy_government
					is_landed = yes
				}
				has_job_title = job_spiritual
			}
			OR = {
				has_nickname = nick_the_pious
				has_nickname = nick_the_apostle
				has_nickname = nick_the_blessed
				has_nickname = nick_the_confessor
				has_nickname = nick_the_monk
			}
		}
		modifier = {
			factor = 0
			NOT = { age = 18 }
		}
		modifier = {
			factor = 0
			age = 18
			OR = {
				graphical_culture = maghrebgfx
				graphical_culture = berbergfx
				graphical_culture = westafricangfx
				graphical_culture = guanchegfx
			}
		}
		modifier = {
			factor = 0
			trait = leper
		}
	}
	11 = { #Beard
		factor = 1
		#modifier = {
		#	factor = 0
		#	OR = {
		#		graphical_culture = afghangfx
		#		graphical_culture = maghrebgfx
		#		graphical_culture = persiangfx
		#		graphical_culture = berbergfx
		#	}
		#}
		modifier = {
			factor = 0
			age = 18
			OR = {
				religion = catholic
				is_heresy_of = catholic
			}
			OR = {
				AND = {
					government = theocracy_government
					is_landed = yes
				}
				has_job_title = job_spiritual
			}
			NOT = { trait = bad_priest_christian }
			NOT = { trait = uncouth }
		}
		modifier = {
			factor = 0
			age = 18
			OR = {
				religion = catholic
				is_heresy_of = catholic
			}
			NOR = {
				AND = {
					government = theocracy_government
					is_landed = yes
				}
				has_job_title = job_spiritual
			}
			OR = {
				has_nickname = nick_the_pious
				has_nickname = nick_the_apostle
				has_nickname = nick_the_blessed
				has_nickname = nick_the_confessor
				has_nickname = nick_the_monk
			}
		}
		modifier = {
			factor = 0
			NOT = { age = 18 }
		}
		modifier = {
			factor = 0
			age = 18
			OR = {
				graphical_culture = maghrebgfx
				graphical_culture = berbergfx
				graphical_culture = westafricangfx
				graphical_culture = guanchegfx
			}
		}
		modifier = {
			factor = 0
			trait = leper
		}
	}
	12 = { #Beard
		factor = 1
		#modifier = {
		#	factor = 0
		#	OR = {
		#		graphical_culture = afghangfx
		#		graphical_culture = maghrebgfx
		#		graphical_culture = persiangfx
		#		graphical_culture = berbergfx
		#	}
		#}
		modifier = {
			factor = 0
			age = 18
			OR = {
				religion = catholic
				is_heresy_of = catholic
			}
			OR = {
				AND = {
					government = theocracy_government
					is_landed = yes
				}
				has_job_title = job_spiritual
			}
			NOT = { trait = bad_priest_christian }
			NOT = { trait = uncouth }
		}
		modifier = {
			factor = 0
			age = 18
			OR = {
				religion = catholic
				is_heresy_of = catholic
			}
			NOR = {
				AND = {
					government = theocracy_government
					is_landed = yes
				}
				has_job_title = job_spiritual
			}
			OR = {
				has_nickname = nick_the_pious
				has_nickname = nick_the_apostle
				has_nickname = nick_the_blessed
				has_nickname = nick_the_confessor
				has_nickname = nick_the_monk
			}
		}
		modifier = {
			factor = 0
			NOT = { age = 18 }
		}
		modifier = {
			factor = 0
			age = 18
			OR = {
				graphical_culture = maghrebgfx
				graphical_culture = berbergfx
				graphical_culture = westafricangfx
				graphical_culture = northindiangfx
				graphical_culture = assamesegfx
				graphical_culture = guanchegfx
			}
		}
		modifier = {
			factor = 0
			trait = leper
		}
	}
	13 = { #Beard
		factor = 1
		#modifier = {
		#	factor = 0
		#	OR = {
		#		graphical_culture = afghangfx
		#		graphical_culture = maghrebgfx
		#		graphical_culture = persiangfx
		#		graphical_culture = berbergfx
		#	}
		#}
		modifier = {
			factor = 0
			age = 18
			OR = {
				religion = catholic
				is_heresy_of = catholic
			}
			OR = {
				AND = {
					government = theocracy_government
					is_landed = yes
				}
				has_job_title = job_spiritual
			}
			NOT = { trait = bad_priest_christian }
			NOT = { trait = uncouth }
		}
		modifier = {
			factor = 0
			age = 18
			OR = {
				religion = catholic
				is_heresy_of = catholic
			}
			NOR = {
				AND = {
					government = theocracy_government
					is_landed = yes
				}
				has_job_title = job_spiritual
			}
			OR = {
				has_nickname = nick_the_pious
				has_nickname = nick_the_apostle
				has_nickname = nick_the_blessed
				has_nickname = nick_the_confessor
				has_nickname = nick_the_monk
			}
		}
		modifier = {
			factor = 0
			NOT = { age = 18 }
		}
		modifier = {
			factor = 0
			age = 18
			OR = {
				graphical_culture = maghrebgfx
				graphical_culture = berbergfx
				graphical_culture = westafricangfx
				graphical_culture = northindiangfx
				graphical_culture = assamesegfx
				graphical_culture = guanchegfx
			}
		}
		modifier = {
			factor = 0
			trait = leper
		}
	}
	14 = { #Beard
		factor = 1
		#modifier = {
		#	factor = 0
		#	OR = {
		#		graphical_culture = afghangfx
		#		graphical_culture = maghrebgfx
		#		graphical_culture = persiangfx
		#		graphical_culture = berbergfx
		#	}
		#}
		modifier = {
			factor = 0
			age = 18
			OR = {
				religion = catholic
				is_heresy_of = catholic
			}
			OR = {
				AND = {
					government = theocracy_government
					is_landed = yes
				}
				has_job_title = job_spiritual
			}
			NOT = { trait = bad_priest_christian }
			NOT = { trait = uncouth }
		}
		modifier = {
			factor = 0
			age = 18
			OR = {
				religion = catholic
				is_heresy_of = catholic
			}
			NOR = {
				AND = {
					government = theocracy_government
					is_landed = yes
				}
				has_job_title = job_spiritual
			}
			OR = {
				has_nickname = nick_the_pious
				has_nickname = nick_the_apostle
				has_nickname = nick_the_blessed
				has_nickname = nick_the_confessor
				has_nickname = nick_the_monk
			}
		}
		modifier = {
			factor = 0
			NOT = { age = 18 }
		}
		modifier = {
			factor = 0
			age = 18
			OR = {
				graphical_culture = maghrebgfx
				graphical_culture = berbergfx
				graphical_culture = westafricangfx
				graphical_culture = northindiangfx
				graphical_culture = assamesegfx
				graphical_culture = guanchegfx
			}
		}
		modifier = {
			factor = 0
			trait = leper
		}
	}
}

# p5 headgear
5 = {
	# Imperial crown/Caliph turban
	0 = {
		factor = 100
		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 } }
			NOT = { is_offmap_tag_including_dead = offmap_china }
		}
		modifier = {
			factor = 0
			is_nomadic = yes
			NOR = {
				has_landed_title = e_mongol_empire
				has_landed_title = e_khitan
				primary_title = {
					real_tier = EMPEROR
					is_titular = no
				}
				population_and_manpower = 60000
			}
		}
		modifier = {
			factor = 0
			NOT = { real_tier = EMPEROR }
			spouse = {
				is_nomadic = yes
				NOR = {
					has_landed_title = e_mongol_empire
					has_landed_title = e_khitan
					primary_title = {
						real_tier = EMPEROR
						is_titular = no
					}
					population_and_manpower = 60000
				}
			}
		}
		modifier = {
			factor = 0
			trait = in_hiding
		}
		#modifier = {
		#	factor = 0
		#	prisoner = yes
		#}
		modifier = {
			factor = 0
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
			OR = {
				is_nomadic = no
				AND = {
					is_nomadic = yes
					OR = {
						war = yes
						siege = { is_attacker = yes }
						has_job_title = job_marshal
					}
				}
			}
		}
		modifier = { #If you are Emperor and died without being crowned, you don't wear a crown.
			factor = 0
			real_tier = EMPEROR
			trait = uncrowned # Only on death of uncrowned Catholics/Fraticelli
		}
		modifier = { #If you are a living Emperor and are not crowned, you don't wear a crown.
			factor = 0
			has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
			NOT = { has_global_flag = EMF }
			OR = { 
				has_game_started = yes
				is_save_game = yes
			} 
			real_tier = EMPEROR
			is_feudal = yes
			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 a living Emperor and are not crowned, you don't wear a crown. (EMF version)
			factor = 0
			#has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
			has_global_flag = EMF
			OR = { 
				has_game_started = yes
				is_save_game = yes
			} 
			real_tier = EMPEROR
			is_feudal = yes
			is_alive = yes
			NOT = { 
				emf_is_crowned = yes
			}
		}
		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
			OR = {
				has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
				has_global_flag = EMF
			}
			OR = { 
				has_game_started = yes
				is_save_game = yes
			} 
			NOT = { real_tier = EMPEROR }
			spouse = { 
				real_tier = EMPEROR
				trait = uncrowned # Only on death of uncrowned Catholics/Fraticelli
			} 
		}
		modifier = {
			factor = 0
			has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
			NOT = { has_global_flag = EMF }
			OR = { 
				has_game_started = yes
				is_save_game = yes
			} 
			NOT = { real_tier = EMPEROR }
			spouse = { 
				real_tier = EMPEROR
				is_feudal = yes
				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
			#has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled. (EMF version)
			has_global_flag = EMF
			OR = { 
				has_game_started = yes
				is_save_game = yes
			} 
			NOT = { real_tier = EMPEROR }
			spouse = { 
				real_tier = EMPEROR
				is_feudal = yes
				is_alive = yes
				NOT = { 
					emf_is_crowned = yes
				}
			} 
		}
		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 = { 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
				government = order_government
				is_republic = yes
			}
			NOT = { is_offmap_tag_including_dead = offmap_china }
		}
		modifier = {
			factor = 100
			is_or_was_offmap_power_ruler = yes
		}
		modifier = {
			factor = 0
			song_dynasty_futou_trigger = yes
		}
		modifier = {
			factor = 0
			tang_dynasty_putou_trigger = yes
		}
		modifier = {
			factor = 0
			primary_title = { title = e_china_west_governor } # Uses martial clothing instead
		}
	}
	
	# Royal crown/turban 1
	1 = {
		factor = 1
		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
			OR = {
				AND = {
					is_nomadic = no
					NOT = { real_tier = KING }
					NOT = { spouse = { real_tier = KING } }
					NOT = { spouse = { is_nomadic = yes } }
				}
				AND = {
					is_nomadic = yes
					NOT = { real_tier = EMPEROR }
					NOT = { spouse = { real_tier = EMPEROR } }
				}
			}
		}
		modifier = {
			factor = 0
			is_nomadic = yes
			OR = {
				has_landed_title = e_mongol_empire
				has_landed_title = e_khitan
				primary_title = {
					real_tier = EMPEROR
					is_titular = no
				}
				population_and_manpower = 60000
			}
		}
		modifier = {
			factor = 0
			NOT = { real_tier = EMPEROR }
			spouse = {
				is_nomadic = yes
				OR = {
					has_landed_title = e_mongol_empire
					has_landed_title = e_khitan
					primary_title = {
						real_tier = EMPEROR
						is_titular = no
					}
					population_and_manpower = 60000
				}
			}
		}
		modifier = {
			factor = 0
			NOT = { real_tier = EMPEROR }
			spouse = {
				is_nomadic = yes
				NOT = { real_tier = EMPEROR }
			}
		}
		modifier = {
			factor = 0
			trait = in_hiding
		}
		#modifier = {
		#	factor = 0
		#	prisoner = yes
		#}
		modifier = {
			factor = 0
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
			OR = {
				AND = {
					is_nomadic = no
				}
				AND = {
					is_nomadic = yes
					OR = {
						war = yes
						siege = { is_attacker = yes }
						has_job_title = job_marshal
					}
				}
			}
		}
		modifier = { #If you are Emperor and died without being crowned, you don't wear a crown.
			factor = 0
			OR = {
				has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
				has_global_flag = EMF
			}
			real_tier = KING
			trait = uncrowned # Only on death of uncrowned Catholics/Fraticelli
		}
		modifier = { #If you are a living Emperor and are not crowned, you don't wear a crown.
			factor = 0
			has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
			NOT = { has_global_flag = EMF }
			OR = { 
				has_game_started = yes
				is_save_game = yes
			} 
			real_tier = KING
			is_feudal = yes
			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 a living Emperor and are not crowned, you don't wear a crown. (EMF version)
			factor = 0
			#has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
			has_global_flag = EMF
			OR = { 
				has_game_started = yes
				is_save_game = yes
			} 
			real_tier = KING
			is_feudal = yes
			is_alive = yes
			NOT = { 
				emf_is_crowned = yes
			}
		}
		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
			OR = {
				has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
				has_global_flag = EMF
			}
			OR = { 
				has_game_started = yes
				is_save_game = yes
			} 
			lower_real_tier_than = KING
			spouse = { 
				real_tier = KING
				trait = uncrowned # Only on death of uncrowned Catholics/Fraticelli
			} 
		}
		modifier = {
			factor = 0
			has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
			NOT = { has_global_flag = EMF }
			OR = { 
				has_game_started = yes
				is_save_game = yes
			} 
			lower_real_tier_than = KING
			spouse = { 
				real_tier = KING
				is_feudal = yes
				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
			#has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled. (EMF version)
			has_global_flag = EMF
			OR = { 
				has_game_started = yes
				is_save_game = yes
			} 
			lower_real_tier_than = KING
			spouse = { 
				real_tier = KING
				is_feudal = yes
				is_alive = yes 
				NOT = { 
					emf_is_crowned = yes
				}
			} 
		}
		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
				government = order_government
				is_republic = yes
			}
		}
		modifier = {
			factor = 0
			OR = {
				AND = {
					real_tier = EMPEROR
					is_nomadic = no
				}
				AND = {
					real_tier = EMPEROR
					is_nomadic = yes
					OR = {
						has_landed_title = e_mongol_empire
						has_landed_title = e_khitan
						primary_title = {
							real_tier = EMPEROR
							is_titular = no
						}
						population_and_manpower = 60000
					}
				}
			}
		}
	}

	# Royal crown/turban 2
	2 = {
		factor = 1
		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
			OR = {
				AND = {
					is_nomadic = no
					NOT = { real_tier = KING }
					NOT = { spouse = { real_tier = KING } }
					NOT = { spouse = { is_nomadic = yes } }
				}
				AND = {
					is_nomadic = yes
					NOT = { real_tier = EMPEROR }
					NOT = { spouse = { real_tier = EMPEROR } }
				}
			}
		}
		modifier = {
			factor = 0
			is_nomadic = yes
			OR = {
				has_landed_title = e_mongol_empire
				has_landed_title = e_khitan
				primary_title = {
					real_tier = EMPEROR
					is_titular = no
				}
				population_and_manpower = 60000
			}
		}
		modifier = {
			factor = 0
			NOT = { real_tier = EMPEROR }
			spouse = {
				is_nomadic = yes
				OR = {
					has_landed_title = e_mongol_empire
					has_landed_title = e_khitan
					primary_title = {
						real_tier = EMPEROR
						is_titular = no
					}
					population_and_manpower = 60000
				}
			}
		}
		modifier = {
			factor = 0
			NOT = { real_tier = EMPEROR }
			spouse = {
				is_nomadic = yes
				NOT = { real_tier = EMPEROR }
			}
		}
		modifier = {
			factor = 0
			trait = in_hiding
		}
		#modifier = {
		#	factor = 0
		#	prisoner = yes
		#}
		modifier = {
			factor = 0
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
			OR = {
				AND = {
					is_nomadic = no
				}
				AND = {
					is_nomadic = yes
					OR = {
						war = yes
						siege = { is_attacker = yes }
						has_job_title = job_marshal
					}
				}
			}
		}
		modifier = { #If you are Emperor and died without being crowned, you don't wear a crown.
			factor = 0
			OR = {
				has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
				has_global_flag = EMF
			}
			real_tier = KING
			trait = uncrowned # Only on death of uncrowned Catholics/Fraticelli
		}
		modifier = { #If you are a living Emperor and are not crowned, you don't wear a crown.
			factor = 0
			has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
			NOT = { has_global_flag = EMF }
			OR = { 
				has_game_started = yes
				is_save_game = yes
			} 
			real_tier = KING
			is_feudal = yes
			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 a living Emperor and are not crowned, you don't wear a crown. (EMF version)
			factor = 0
			#has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
			has_global_flag = EMF
			OR = { 
				has_game_started = yes
				is_save_game = yes
			} 
			real_tier = KING
			is_feudal = yes
			is_alive = yes
			NOT = { 
				emf_is_crowned = yes
			}
		}
		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
			OR = {
				has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
				has_global_flag = EMF
			}
			OR = { 
				has_game_started = yes
				is_save_game = yes
			} 
			lower_real_tier_than = KING
			spouse = { 
				real_tier = KING
				trait = uncrowned # Only on death of uncrowned Catholics/Fraticelli
			} 
		}
		modifier = {
			factor = 0
			has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
			NOT = { has_global_flag = EMF }
			OR = { 
				has_game_started = yes
				is_save_game = yes
			} 
			lower_real_tier_than = KING
			spouse = { 
				real_tier = KING
				is_feudal = yes
				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
			#has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled. (EMF version)
			has_global_flag = EMF
			OR = { 
				has_game_started = yes
				is_save_game = yes
			} 
			lower_real_tier_than = KING
			spouse = { 
				real_tier = KING
				is_feudal = yes
				is_alive = yes 
				NOT = { 
					emf_is_crowned = yes
				}
			} 
		}
		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
				government = order_government
				is_republic = yes
			}
		}
		modifier = {
			factor = 0
			OR = {
				AND = {
					real_tier = EMPEROR
					is_nomadic = no
				}
				AND = {
					real_tier = EMPEROR
					is_nomadic = yes
					OR = {
						has_landed_title = e_mongol_empire
						has_landed_title = e_khitan
						primary_title = {
							real_tier = EMPEROR
							is_titular = no
						}
						population_and_manpower = 60000
					}
				}
			}
		}
	}

	# Royal crown/turban 3
	3 = {
		factor = 1
		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
			OR = {
				AND = {
					is_nomadic = no
					NOT = { real_tier = KING }
					NOT = { spouse = { real_tier = KING } }
					NOT = { spouse = { is_nomadic = yes } }
				}
				AND = {
					is_nomadic = yes
					NOT = { real_tier = EMPEROR }
					NOT = { spouse = { real_tier = EMPEROR } }
				}
			}
			NOT = { song_dynasty_futou_trigger = yes }
		}
		modifier = {
			factor = 0
			is_nomadic = yes
			OR = {
				has_landed_title = e_mongol_empire
				has_landed_title = e_khitan
				primary_title = {
					real_tier = EMPEROR
					is_titular = no
				}
				population_and_manpower = 60000
			}
		}
		modifier = {
			factor = 0
			NOT = { real_tier = EMPEROR }
			spouse = {
				is_nomadic = yes
				OR = {
					has_landed_title = e_mongol_empire
					has_landed_title = e_khitan
					primary_title = {
						real_tier = EMPEROR
						is_titular = no
					}
					population_and_manpower = 60000
				}
			}
		}
		modifier = {
			factor = 0
			NOT = { real_tier = EMPEROR }
			spouse = {
				is_nomadic = yes
				NOT = { real_tier = EMPEROR }
			}
		}
		modifier = {
			factor = 0
			trait = in_hiding
		}
		#modifier = {
		#	factor = 0
		#	prisoner = yes
		#}
		modifier = {
			factor = 0
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
			OR = {
				AND = {
					is_nomadic = no
				}
				AND = {
					is_nomadic = yes
					OR = {
						war = yes
						siege = { is_attacker = yes }
						has_job_title = job_marshal
					}
				}
			}
		}
		modifier = { #If you are Emperor and died without being crowned, you don't wear a crown.
			factor = 0
			OR = {
				has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
				has_global_flag = EMF
			}
			real_tier = KING
			trait = uncrowned # Only on death of uncrowned Catholics/Fraticelli
		}
		modifier = { #If you are a living Emperor and are not crowned, you don't wear a crown.
			factor = 0
			has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
			NOT = { has_global_flag = EMF }
			OR = { 
				has_game_started = yes
				is_save_game = yes
			} 
			real_tier = KING
			is_feudal = yes
			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 a living Emperor and are not crowned, you don't wear a crown. (EMF version)
			factor = 0
			#has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
			has_global_flag = EMF
			OR = { 
				has_game_started = yes
				is_save_game = yes
			} 
			real_tier = KING
			is_feudal = yes
			is_alive = yes
			NOT = { 
				emf_is_crowned = yes
			}
		}
		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
			OR = {
				has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
				has_global_flag = EMF
			}
			OR = { 
				has_game_started = yes
				is_save_game = yes
			} 
			lower_real_tier_than = KING
			spouse = { 
				real_tier = KING
				trait = uncrowned # Only on death of uncrowned Catholics/Fraticelli
			} 
		}
		modifier = {
			factor = 0
			has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
			NOT = { has_global_flag = EMF }
			OR = { 
				has_game_started = yes
				is_save_game = yes
			} 
			lower_real_tier_than = KING
			spouse = { 
				real_tier = KING
				is_feudal = yes
				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
			#has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled. (EMF version)
			has_global_flag = EMF
			OR = { 
				has_game_started = yes
				is_save_game = yes
			} 
			lower_real_tier_than = KING
			spouse = { 
				real_tier = KING
				is_feudal = yes
				is_alive = yes 
				NOT = { 
					emf_is_crowned = yes
				}
			} 
		}
		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
			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
				government = order_government
				is_republic = yes
			}
			NOT = { song_dynasty_futou_trigger = yes }
		}
		modifier = {
			factor = 0
			OR = {
				AND = {
					real_tier = EMPEROR
					is_nomadic = no
				}
				AND = {
					real_tier = EMPEROR
					is_nomadic = yes
					OR = {
						has_landed_title = e_mongol_empire
						has_landed_title = e_khitan
						primary_title = {
							real_tier = EMPEROR
							is_titular = no
						}
						population_and_manpower = 60000
					}
				}
			}
			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 
		}
		modifier = {
			factor = 0
			has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
			NOT = { has_global_flag = EMF }
			higher_real_tier_than = DUKE
			is_feudal = yes
			#NOT = { government = order_government }
			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
			#has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled. (EMF version)
			has_global_flag = EMF
			higher_real_tier_than = DUKE
			is_feudal = yes
			#NOT = { government = order_government }
			OR = { 
				emf_is_crowned = yes
				AND = {
					is_alive = no
					NOT = { trait = uncrowned }
				}
				AND = { 
					has_game_started = no
					is_save_game = no
					is_alive = yes
				}
			}
		}
		modifier = {
			factor = 0
			has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled.
			NOT = { has_global_flag = EMF }
			spouse = { 
				higher_real_tier_than = DUKE
				is_feudal = yes
				#NOT = { government = order_government }
				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
			#has_dlc = "Holy Fury" #Ignore Coronation triggers if Holy Fury is disabled. (EMF version)
			has_global_flag = EMF
			spouse = { 
				higher_real_tier_than = DUKE
				is_feudal = yes
				#NOT = { government = order_government }
				OR = { 
					emf_is_crowned = yes
					AND = {
						is_alive = no
						NOT = { trait = uncrowned }
					}
					AND = { 
						has_game_started = no
						is_save_game = no
						is_alive = yes
					}
				}
			}
		}
		modifier = {
			factor = 0
			has_dlc = "Holy Fury" #Ignore Coronation triggers if neither Catholic nor Fraticelli with vanilla Holy Fury.
			NOT = { has_global_flag = EMF }
			higher_real_tier_than = DUKE
			is_feudal = yes
			NOR = {
				religion = catholic
				religion = fraticelli
			}
		}
		modifier = {
			factor = 0
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
			OR = {
				is_nomadic = no
				AND = {
					is_nomadic = yes
					OR = {
						war = yes
						siege = { is_attacker = yes }
						has_job_title = job_marshal
					}
				}
			}
		}
		modifier = {
			factor = 0
			NOT = { has_dlc = "Holy Fury" }
			is_nomadic = no
			higher_real_tier_than = DUKE
			NOR = {
				government = order_government
				is_republic = yes
			}
		}
		modifier = {
			factor = 0
			NOT = { has_dlc = "Holy Fury" }
			spouse = {
				is_nomadic = no
				higher_real_tier_than = DUKE
				NOR = {
					government = order_government
					is_republic = yes
				}
			}
		}
		modifier = {
			factor = 0
			is_nomadic = yes
			NOT = { real_tier = KING }
			NOT = { spouse = { real_tier = KING } }
		}
		modifier = {
			factor = 0
			is_ruler = yes
			is_tribal = yes
			higher_real_tier_than = DUKE
		}
		modifier = {
			factor = 0
			spouse = {
				is_ruler = yes
				is_tribal = yes
				higher_real_tier_than = DUKE
			}
		}
		#modifier = {
		#	factor = 0 #Dead Doges should not wear crowns.
		#	is_republic = yes
		#	is_alive = no
		#}
		modifier = {
			factor = 0
			NOR = {
				culture = frankish
				culture = occitan
				culture = arpitan
				#culture = ligurian
				culture = breton
				culture = welsh
				culture = cumbric
				culture = cornish
				culture = dutch
				#culture = low_saxon
				culture = low_frankish
				culture = frisian
				culture = old_saxon
				culture = norman
			}
			NOT = { real_tier = DUKE }
			NOT = { real_tier = KING }
			NOT = { real_tier = EMPEROR }
			NOT = { has_minor_title = title_prince }
			NOT = { spouse = { real_tier = EMPEROR } }
			NOT = { spouse = { real_tier = KING } }
			NOT = { spouse = { real_tier = DUKE } }
		}
		modifier = {
			factor = 0
			OR = {
				culture = frankish
				culture = occitan
				culture = arpitan
				#culture = ligurian
				culture = breton
				culture = welsh
				culture = cumbric
				culture = cornish
				culture = dutch
				#culture = low_saxon
				culture = low_frankish
				culture = frisian
				culture = old_saxon
				culture = norman
			}
			NOT = { real_tier = DUKE }
			NOT = { real_tier = KING }
			NOT = { real_tier = EMPEROR }
			NOT = { real_tier = COUNT }
			NOT = { real_tier = BARON }
			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 } }
			NOT = { spouse = { real_tier = BARON } }
		}
        modifier = {
            factor = 0
            liege = { is_nomadic = yes }
            is_ruler = no
            NOT = { spouse = { real_tier = KING } }
        }
		modifier = {
			factor = 0
			trait = in_hiding
		}
		#modifier = {
		#	factor = 0
		#	prisoner = yes
		#}
		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
				AND = {
					NOR = {
						culture = frankish
						culture = occitan
						culture = arpitan
						#culture = ligurian
						culture = breton
						culture = welsh
						culture = cumbric
						culture = cornish
						culture = dutch
						#culture = low_saxon
						culture = low_frankish
						culture = frisian
						culture = old_saxon
						culture = norman
					}
					OR = {
						higher_real_tier_than = COUNT
						spouse = { higher_real_tier_than = COUNT }
					}
				}
				AND = { 
					OR = {
						culture = frankish
						culture = occitan
						culture = arpitan
						#culture = ligurian
						culture = breton
						culture = welsh
						culture = cumbric
						culture = cornish
						culture = dutch
						#culture = low_saxon
						culture = low_frankish
						culture = frisian
						culture = old_saxon
						culture = norman
					}
					OR = {
						is_ruler = yes
						spouse = { is_ruler = yes }
					}
				}
				has_minor_title = title_prince
			}
		}
		modifier = {
			factor = 0
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
		}
		modifier = {
			factor = 0
			trait = shieldmaiden
		}
		modifier = { #no hood for rulers
			factor = 0
			is_ruler = yes
			OR = {
				AND = {
					culture_group = celtic
					NOT = { culture = breton }
					NOT = { culture = welsh }
					NOT = { culture = cumbric }
					NOT = { culture = cornish }
				}
				culture_group = east_slavic
			}
			year = 950
			is_female = no	
		}
		modifier = { #no hood for rulers
			factor = 0
			is_ruler = yes
			culture_group = north_germanic
			NOT = { culture = frisian }
			religion_group = pagan_group
			is_female = no
		}
		#modifier = {
		#	factor = 10
		#	is_landed = yes
		#	is_theocracy = yes
		#	religion_group = pagan_group
		#}
		modifier = {
			factor = 2
			is_female = yes
			OR = {
				culture = pommeranian
				culture = bohemian
				culture = polish
				culture = croatian
				culture = serbian
				culture = bulgarian
				culture = romanian
				AND = {
					culture_group = magyar
					NOT = { religion_group = pagan_group }
				}
			}
			is_married = no
		}
		modifier = { # Specific rules for frankish / Occitanian layering
			factor = 0
			has_dlc = "Holy Fury"
			is_female = yes
			year = 950
			OR = {
				culture = frankish
				culture = occitan
				culture = arpitan
				#culture = ligurian
				culture = breton
				culture = welsh
				culture = cumbric
				culture = cornish
				culture = dutch
				#culture = low_saxon
				culture = low_frankish
				culture = frisian
				culture = old_saxon
				culture = norman
			}
			NOT = {
				french_courtier_overlayer_trigger = yes
			}
		}
		modifier = {
			factor = 2
			is_ruler = no
			OR = {
				liege = { is_nomadic = no }
				liege = {
					is_nomadic = yes
					NOT = { family = ROOT }
				}
			}
		}
		modifier = {
			factor = 0
			trait = in_hiding
		}
		#modifier = {
		#	factor = 0
		#	prisoner = yes
		#}
		#Prevent Guanche from having turbans
		modifier = {
			factor = 0
			culture = canarian
			is_female = no
		}
	}
	
	# 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
				AND = {
					NOR = {
						culture = frankish
						culture = occitan
						culture = arpitan
						#culture = ligurian
						culture = breton
						culture = welsh
						culture = cumbric
						culture = cornish
						culture = dutch
						#culture = low_saxon
						culture = low_frankish
						culture = frisian
						culture = old_saxon
						culture = norman
					}
					OR = {
						higher_real_tier_than = COUNT
						spouse = { higher_real_tier_than = COUNT }
					}
				}
				AND = { 
					OR = {
						culture = frankish
						culture = occitan
						culture = arpitan
						#culture = ligurian
						culture = breton
						culture = welsh
						culture = cumbric
						culture = cornish
						culture = dutch
						#culture = low_saxon
						culture = low_frankish
						culture = frisian
						culture = old_saxon
						culture = norman
					}
					OR = {
						is_ruler = yes
						spouse = { is_ruler = yes }
					}
				}
				has_minor_title = title_prince
			}
			NOT = { tang_dynasty_putou_trigger = yes }
		}
		modifier = { # Specific rules for frankish / Occitanian layering
			factor = 0
			has_dlc = "Holy Fury"
			is_female = yes
			year = 950
			OR = {
				culture = frankish
				culture = occitan
				culture = arpitan
				#culture = ligurian
				culture = breton
				culture = welsh
				culture = cumbric
				culture = cornish
				culture = dutch
				#culture = low_saxon
				culture = low_frankish
				culture = frisian
				culture = old_saxon
				culture = norman
			}
			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
			has_dlc = "Holy Fury"
			is_female = yes
			year = 950
			OR = {
				culture = frankish
				culture = occitan
				culture = arpitan
				#culture = ligurian
				culture = breton
				culture = welsh
				culture = cumbric
				culture = cornish
				culture = dutch
				#culture = low_saxon
				culture = low_frankish
				culture = frisian
				culture = old_saxon
				culture = norman
			}
			NOT = {
				french_courtier_overlayer_trigger = yes
			}
		}
		modifier = {
			factor = 2
			liege = {
				is_nomadic = yes
				family = ROOT
			}
			is_ruler = no
		}
		modifier = {
			factor = 0
			is_nomadic = yes
			OR = {
				real_tier = EMPEROR
				real_tier = KING
			}	
		}
		modifier = {
			factor = 100
			tang_dynasty_putou_trigger = yes
		}
		modifier = {
			factor = 0
			trait = in_hiding
		}
		#modifier = {
		#	factor = 0
		#	prisoner = yes
		#}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
	}

	# 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 = {
				is_or_was_offmap_power_ruler = yes
				AND = {
					NOR = {
						culture = frankish
						culture = occitan
						culture = arpitan
						#culture = ligurian
						culture = breton
						culture = welsh
						culture = cumbric
						culture = cornish
						culture = dutch
						#culture = low_saxon
						culture = low_frankish
						culture = frisian
						culture = old_saxon
						culture = norman
					}
					OR = {
						higher_real_tier_than = COUNT
						spouse = { higher_real_tier_than = COUNT }
					}
				}
				AND = { 
					OR = {
						culture = frankish
						culture = occitan
						culture = arpitan
						#culture = ligurian
						culture = breton
						culture = welsh
						culture = cumbric
						culture = cornish
						culture = dutch
						#culture = low_saxon
						culture = low_frankish
						culture = frisian
						culture = old_saxon
						culture = norman
					}
					OR = {
						is_ruler = yes
						spouse = { is_ruler = yes }
					}
				}
				has_minor_title = title_prince
			}
		}
		modifier = { # Specific rules for frankish / Occitanian layering
			factor = 0
			has_dlc = "Holy Fury"
			is_female = yes
			year = 950
			OR = {
				culture = frankish
				culture = occitan
				culture = arpitan
				#culture = ligurian
				culture = breton
				culture = welsh
				culture = cumbric
				culture = cornish
				culture = dutch
				#culture = low_saxon
				culture = low_frankish
				culture = frisian
				culture = old_saxon
				culture = norman
			}
			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
			has_dlc = "Holy Fury"
			is_female = yes
			year = 950
			OR = {
				culture = frankish
				culture = occitan
				culture = arpitan
				#culture = ligurian
				culture = breton
				culture = welsh
				culture = cumbric
				culture = cornish
				culture = dutch
				#culture = low_saxon
				culture = low_frankish
				culture = frisian
				culture = old_saxon
				culture = norman
			}
			NOT = {
				french_courtier_overlayer_trigger = yes
			}
		}
		modifier = {
			factor = 2
			liege = {
				is_nomadic = yes
				family = ROOT
			}
			is_ruler = no
		}
		modifier = {
			factor = 0
			is_nomadic = yes
			OR = {
				real_tier = EMPEROR
				real_tier = KING
			}	
		}
		modifier = {
			factor = 0
			trait = in_hiding
		}
		#modifier = {
		#	factor = 0
		#	prisoner = yes
		#}
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
	}
	
	# 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
				AND = {
					NOR = {
						culture = frankish
						culture = occitan
						culture = arpitan
						#culture = ligurian
						culture = breton
						culture = welsh
						culture = cumbric
						culture = cornish
						culture = dutch
						#culture = low_saxon
						culture = low_frankish
						culture = frisian
						culture = old_saxon
						culture = norman
					}
					OR = {
						higher_real_tier_than = COUNT
						spouse = { higher_real_tier_than = COUNT }
					}
				}
				AND = { 
					OR = {
						culture = frankish
						culture = occitan
						culture = arpitan
						#culture = ligurian
						culture = breton
						culture = welsh
						culture = cumbric
						culture = cornish
						culture = dutch
						#culture = low_saxon
						culture = low_frankish
						culture = frisian
						culture = old_saxon
						culture = norman
					}
					OR = {
						is_ruler = yes
						spouse = { is_ruler = yes }
					}
				}
				has_minor_title = title_prince
			}
		}
		modifier = {
			factor = 2
			is_female = yes
			OR = {
				culture = pommeranian
				culture = bohemian
				culture = polish
				culture = croatian
				culture = serbian
				culture = bulgarian
				culture = romanian
				AND = {
					culture_group = magyar
					NOT = { religion_group = pagan_group }
				}
			}
			is_married = no
		}
		modifier = { # Specific rules for frankish / Occitanian layering
			factor = 0
			has_dlc = "Holy Fury"
			is_female = yes
			year = 950
			OR = {
				culture = frankish
				culture = occitan
				culture = arpitan
				#culture = ligurian
				culture = breton
				culture = welsh
				culture = cumbric
				culture = cornish
				culture = dutch
				#culture = low_saxon
				culture = low_frankish
				culture = frisian
				culture = old_saxon
				culture = norman
			}
			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
			has_dlc = "Holy Fury"
			is_female = yes
			year = 950
			OR = {
				culture = frankish
				culture = occitan
				culture = arpitan
				#culture = ligurian
				culture = breton
				culture = welsh
				culture = cumbric
				culture = cornish
				culture = dutch
				#culture = low_saxon
				culture = low_frankish
				culture = frisian
				culture = old_saxon
				culture = norman
			}
			NOT = {
				french_courtier_overlayer_trigger = yes
			}
		}
		modifier = { #no hood for rulers
			factor = 0
			is_ruler = yes
			culture_group = east_slavic
			year = 950
			is_female = no
		}
		modifier = {
			factor = 2
			is_ruler = no
			OR = {
				liege = { is_nomadic = no }
				liege = {
					is_nomadic = yes
					NOT = { family = ROOT }
				}
			}
		}
		modifier = {
			factor = 0
			NOT = { religion_group = muslim }
			is_female = yes
			OR = {
				AND = {
					OR = {
						culture = turkish
						culture = turkmen
						culture = oghuz
					}
					NOT = { religion_group = pagan_group }
				}
				AND = {
					OR = {
						#culture_group = arabic
						#culture = andalusian_arabic
						culture = bolghar
						#culture = somali
						#culture = kurdish
						#culture = sephardi
						#culture = sanhaja
						#culture = zaghawa
						culture = bashkir
					}
					year = 950
				}
			}
		}
		modifier = {
			factor = 0
			trait = in_hiding
		}
		#modifier = {
		#	factor = 0
		#	prisoner = yes
		#}
		#Prevent Guanche from having turbans
		modifier = {
			factor = 0
			culture = canarian
			is_female = no
		}
	}

	# Shady headgear
	9 = {
		factor = 100
		hide_layers = { 31 = { } } #Veil overload.
		hide_layers = { 32 = { } } 
		hide_layers = { 33 = { } }
		modifier = {
			factor = 0
			NOT = { has_portrait_property = { layer = 3 index = 9 } }
		}
		modifier = {
			factor = 0
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
		}
	}

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

	# Blank
	11 = {
		factor = 1
		modifier = {
			factor = 20000
			trait = saint 
		}
		modifier = {
			factor = 20000
			trait = shieldmaiden
			NAND = { 
				in_command = yes 
				has_game_rule = {
					name = martial_headgear
					value = on
				}
			}
		}
		modifier = {
			factor = 0
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
			NOT = { trait = saint }
		}
		modifier = {
			factor = 0
			#prisoner = no
			NOT = { trait = in_hiding }
			OR = {
				is_ruler = yes
				spouse = {
					is_ruler = yes
				}
				has_minor_title = title_prince
				has_job_title = job_chancellor
				has_job_title = job_treasurer
			}
		}
		modifier = {
			factor = 4
			NOR = {
				has_job_title = job_chancellor
				has_job_title = job_treasurer
				liege = {
					family = ROOT
				}
			}
		}
	}
	
	# Chinese Martial Extension 1
	12 = {
		factor = 100
		modifier = {
			factor = 0
			NOT = { has_portrait_property = { layer = 3 index = 12 } }
		}
	}
	
	# Chinese Martial Extension 2
	13 = {
		factor = 100
		modifier = {
			factor = 0
			NOT = { has_portrait_property = { layer = 3 index = 13 } }
		}
	}
	
	# Chinese Martial Extension 3
	14 = {
		factor = 100
		modifier = {
			factor = 0
			NOT = { has_portrait_property = { layer = 3 index = 14 } }
		}
	}
}

# p6 imprisoned
6 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			prisoner = yes
		}
		modifier = {
			factor = 0
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
			year = 950
			OR = {
				AND = {
					has_global_flag = EMF
					combat_rating = 42
				}
				AND = {
					NOT = { has_global_flag = EMF }
					combat_rating = 50
				}
			}
			#religion_group = christian
			OR = {
				culture_group = north_germanic
				culture_group = central_germanic
				culture_group = west_germanic
				AND = {
					culture_group = latin
					NOT = { culture = roman }
				}
				AND = {
					culture_group = iberian
					NOT = { culture = andalusian_arabic }
				}
				culture_group = celtic
				culture_group = west_slavic
				culture_group = magyar
				culture_group = baltic
				AND = {
					culture_group = south_slavic
					NOR = {
						culture = bulgarian
						culture = romanian
					}
				}
				AND = {
					culture_group = italian_group
					NOT = { culture = roman }
				}
			}
		}
		modifier = {
			factor = 0
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
			year = 950
			OR = {
				AND = {
					has_global_flag = EMF
					combat_rating = 42
				}
				AND = {
					NOT = { has_global_flag = EMF }
					combat_rating = 50
				}
			}
			#OR = {
			#	martial = 20
			#	AND = {
			#		martial = 18
			#		trait = mujahid
			#	}
			#}
			OR = {
				culture_group = arabic
				culture_group = iranian
				AND = {
					culture_group = east_african
					religion_group = muslim
				}
				culture = andalusian_arabic
				AND = {
					OR = {
						culture = turkish
						culture = oghuz
						culture = turkmen
					}
					religion_group = muslim
				}
				culture_group = north_african
			}
		}
		modifier = {
			factor = 0
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
			year = 950
			OR = {
				AND = {
					has_global_flag = EMF
					combat_rating = 42
				}
				AND = {
					NOT = { has_global_flag = EMF }
					combat_rating = 50
				}
			}
			#OR = {
			#	martial = 20
			#	AND = {
			#		martial = 18
			#		OR = {
			#			trait = ukkos_shield
			#			trait = peruns_chosen
			#			trait = tengri_warrior
			#		}
			#	}
			#}
			OR = {
				AND = {
					culture_group = east_slavic
					NOT = { religion_group = christian }
				}
				AND = {
					culture_group = altaic
					NOR = {
						culture = mongol
						culture = khitan
						culture = karluk
						culture = kirghiz
						culture = uyghur
					}
				}
				culture = alan
				culture = mordvin
				AND = {
					OR = {
						culture = turkish
						culture = oghuz
						culture = turkmen
					}
					NOT = { religion_group = muslim }
				}
			}
		}
		modifier = {
			factor = 0
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
			year = 950
			OR = {
				AND = {
					has_global_flag = EMF
					combat_rating = 42
				}
				AND = {
					NOT = { has_global_flag = EMF }
					combat_rating = 50
				}
			}
			#martial = 20
			OR = {
				AND = {
					culture_group = byzantine
					NOT = { culture = alan }
				}
				AND = {
					culture_group = east_slavic
					religion_group = christian
				}
				AND = {
					culture_group = south_slavic
					OR = {
						culture = bulgarian
						culture = romanian
					}
				}
			}
		}
	}

	1 = { # prisoner
		factor = 100
		modifier = {
			factor = 0
			prisoner = no
		}
		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.
		hide_layers = { 31 = { } } #Hide layer 31 (headgear) when this frame is picked.
		hide_layers = { 32 = { } } #Hide layer 32 (headgear) when this frame is picked.
		hide_layers = { 33 = { } } #Hide layer 33 (underlayer) when this frame is picked.
		hide_layers = { 34 = { } } #Hide layer 34 (special helmets) when this frame is picked.
		hide_layers = { 35 = { } } #Hide layer 35 (special masks) when this frame is picked.
		hide_layers = { 36 = { } } #Hide layer 36 (special sceptres) when this frame is picked.
	}
	
	2 = { # Western knight armor #1
		factor = 1
		modifier = { 
			factor = 0
			NAND = { 
				in_command = yes 
				has_game_rule = {
					name = martial_headgear
					value = on
				}
			}
		}
		modifier = {
			factor = 0
			#NOT = {
			#	religion_group = christian
			#}
			NOR = {
				culture_group = north_germanic
				culture_group = central_germanic
				culture_group = west_germanic
				AND = {
					culture_group = latin
					NOT = { culture = roman }
				}
				AND = {
					culture_group = iberian
					NOT = { culture = andalusian_arabic }
				}
				culture_group = celtic
				culture_group = west_slavic
				culture_group = magyar
				culture_group = baltic
				AND = {
					culture_group = south_slavic
					NOR = {
						culture = bulgarian
						culture = romanian
					}
				}
				AND = {
					culture_group = italian_group
					NOT = { culture = roman }
				}
			}
		}
		modifier = {
			factor = 0
			NOR = {
				AND = {
					has_global_flag = EMF
					combat_rating = 42
				}
				AND = {
					NOT = { has_global_flag = EMF }
					combat_rating = 50
				}
			}
		}
		modifier = {
			factor = 0
			OR = {
				AND = {
					has_global_flag = EMF
					combat_rating = 50
				}
				AND = {
					NOT = { has_global_flag = EMF }
					combat_rating = 42
				}
			}
		}
		#modifier = {
		#	factor = 0
		#	martial = 20
		#}
		modifier = {
			factor = 0
			OR = {
				trait = crusader
				trait = crusader_king
				trait = crusader_queen
			}
		}
		modifier = {
			factor = 0
			NOT = { year = 950 }
		}
		modifier = {
			factor = 0
			prisoner = yes
		}
		hide_layers = {
			1 = { always = yes }
			3 = { always = yes }
			4 = { always = yes }
			5 = { always = yes }
			18 = { always = yes }
			19 = { always = yes }
			31 = { always = yes }
			32 = { always = yes }
			#34 = { always = yes }
			35 = { always = yes }
		}
	}
	
	3 = { # Western knight armor #2
		factor = 1
		modifier = { 
			factor = 0
			NAND = { 
				in_command = yes 
				has_game_rule = {
					name = martial_headgear
					value = on
				}
			}
		}
		modifier = {
			factor = 0
			#NOT = {
			#	religion_group = christian
			#}
			NOR = {
				culture_group = north_germanic
				culture_group = central_germanic
				culture_group = west_germanic
				AND = {
					culture_group = latin
					NOT = { culture = roman }
				}
				AND = {
					culture_group = iberian
					NOT = { culture = andalusian_arabic }
				}
				culture_group = celtic
				culture_group = west_slavic
				culture_group = magyar
				culture_group = baltic
				AND = {
					culture_group = south_slavic
					NOR = {
						culture = bulgarian
						culture = romanian
					}
				}
				AND = {
					culture_group = italian_group
					NOT = { culture = roman }
				}
			}
		}
		modifier = {
			factor = 0
			NOR = {
				AND = {
					has_global_flag = EMF
					combat_rating = 42
				}
				AND = {
					NOT = { has_global_flag = EMF }
					combat_rating = 50
				}
			}
		}
		modifier = {
			factor = 0
			OR = {
				AND = {
					has_global_flag = EMF
					combat_rating = 50
				}
				AND = {
					NOT = { has_global_flag = EMF }
					combat_rating = 42
				}
			}
		}
		#modifier = {
		#	factor = 0
		#	martial = 20
		#}
		modifier = {
			factor = 0
			OR = {
				trait = crusader
				trait = crusader_king
				trait = crusader_queen
			}
		}
		modifier = {
			factor = 0
			NOT = { year = 1100 }
		}
		modifier = {
			factor = 0
			prisoner = yes
		}
		hide_layers = {
			1 = { always = yes }
			3 = { always = yes }
			4 = { always = yes }
			5 = { always = yes }
			18 = { always = yes }
			19 = { always = yes }
			31 = { always = yes }
			32 = { always = yes }
			#34 = { always = yes }
			35 = { always = yes }
		}
	}
	
	4 = { # Western knight armor #3
		factor = 1
		modifier = { 
			factor = 0
			NAND = { 
				in_command = yes 
				has_game_rule = {
					name = martial_headgear
					value = on
				}
			}
		}
		modifier = {
			factor = 0
			#NOT = {
			#	religion_group = christian
			#}
			NOR = {
				culture_group = north_germanic
				culture_group = central_germanic
				culture_group = west_germanic
				AND = {
					culture_group = latin
					NOT = { culture = roman }
				}
				AND = {
					culture_group = iberian
					NOT = { culture = andalusian_arabic }
				}
				culture_group = celtic
				culture_group = west_slavic
				culture_group = magyar
				culture_group = baltic
				AND = {
					culture_group = south_slavic
					NOR = {
						culture = bulgarian
						culture = romanian
					}
				}
				AND = {
					culture_group = italian_group
					NOT = { culture = roman }
				}
			}
		}
		modifier = {
			factor = 0
			NOR = {
				AND = {
					has_global_flag = EMF
					combat_rating = 50
				}
				AND = {
					NOT = { has_global_flag = EMF }
					combat_rating = 42
				}
			}
		}
		#modifier = {
		#	factor = 0
		#	NOT = { martial = 20 }
		#}
		modifier = {
			factor = 0
			OR = {
				trait = crusader
				trait = crusader_king
				trait = crusader_queen
			}
		}
		modifier = {
			factor = 0
			NOT = { year = 950 }
		}
		modifier = {
			factor = 0
			prisoner = yes
		}
		hide_layers = {
			1 = { always = yes }
			3 = { always = yes }
			4 = { always = yes }
			5 = { always = yes }
			18 = { always = yes }
			19 = { always = yes }
			31 = { always = yes }
			32 = { always = yes }
			#34 = { always = yes }
			35 = { always = yes }
		}
	}
	
	5 = { # Western knight armor #4
		factor = 1
		modifier = { 
			factor = 0
			NAND = { 
				in_command = yes 
				has_game_rule = {
					name = martial_headgear
					value = on
				}
			}
		}
		modifier = {
			factor = 0
			#NOT = {
			#	religion_group = christian
			#}
			NOR = {
				culture_group = north_germanic
				culture_group = central_germanic
				culture_group = west_germanic
				AND = {
					culture_group = latin
					NOT = { culture = roman }
				}
				AND = {
					culture_group = iberian
					NOT = { culture = andalusian_arabic }
				}
				culture_group = celtic
				culture_group = west_slavic
				culture_group = magyar
				culture_group = baltic
				AND = {
					culture_group = south_slavic
					NOR = {
						culture = bulgarian
						culture = romanian
					}
				}
				AND = {
					culture_group = italian_group
					NOT = { culture = roman }
				}
			}
		}
		modifier = {
			factor = 0
			NOR = {
				AND = {
					has_global_flag = EMF
					combat_rating = 50
				}
				AND = {
					NOT = { has_global_flag = EMF }
					combat_rating = 42
				}
			}
		}
		#modifier = {
		#	factor = 0
		#	NOT = { martial = 20 }
		#}
		modifier = {
			factor = 0
			OR = {
				trait = crusader
				trait = crusader_king
				trait = crusader_queen
			}
		}
		modifier = {
			factor = 0
			NOT = { year = 1300 }
		}
		modifier = {
			factor = 0
			prisoner = yes
		}
		hide_layers = {
			1 = { always = yes }
			3 = { always = yes }
			4 = { always = yes }
			5 = { always = yes }
			18 = { always = yes }
			19 = { always = yes }
			31 = { always = yes }
			32 = { always = yes }
			#34 = { always = yes }
			35 = { always = yes }
		}
	}
	
	6 = { # Crusader armor #1
		factor = 1
		modifier = { 
			factor = 0
			NAND = { 
				in_command = yes 
				has_game_rule = {
					name = martial_headgear
					value = on
				}
			}
		}
		modifier = {
			factor = 0
			NOT = {
				religion_group = christian
			}
			NOR = {
				culture_group = north_germanic
				culture_group = central_germanic
				culture_group = west_germanic
				culture_group = latin
				AND = {
					culture_group = iberian
					NOT = { culture = andalusian_arabic }
				}
				culture_group = celtic
				culture_group = west_slavic
				culture_group = magyar
				culture_group = baltic
				AND = {
					culture_group = south_slavic
					NOR = {
						culture = bulgarian
						culture = romanian
					}
				}
				culture_group = italian_group
			}
		}
		modifier = {
			factor = 0
			NOR = {
				AND = {
					has_global_flag = EMF
					combat_rating = 42
				}
				AND = {
					NOT = { has_global_flag = EMF }
					combat_rating = 50
				}
			}
		}
		modifier = {
			factor = 0
			OR = {
				AND = {
					has_global_flag = EMF
					combat_rating = 50
				}
				AND = {
					NOT = { has_global_flag = EMF }
					combat_rating = 42
				}
			}
		}
		modifier = {
			factor = 0
			NOT = {
				trait = crusader
			}
		}
		modifier = {
			factor = 0
			NOT = { year = 950 }
		}
		modifier = {
			factor = 0
			prisoner = yes
		}
		hide_layers = {
			1 = { always = yes }
			3 = { always = yes }
			4 = { always = yes }
			5 = { always = yes }
			18 = { always = yes }
			19 = { always = yes }
			31 = { always = yes }
			32 = { always = yes }
			#34 = { always = yes }
			35 = { always = yes }
		}
	}
	
	7 = { # Crusader armor #2
		factor = 1
		modifier = { 
			factor = 0
			NAND = { 
				in_command = yes 
				has_game_rule = {
					name = martial_headgear
					value = on
				}
			}
		}
		modifier = {
			factor = 0
			NOT = {
				religion_group = christian
			}
			NOR = {
				culture_group = north_germanic
				culture_group = central_germanic
				culture_group = west_germanic
				culture_group = latin
				AND = {
					culture_group = iberian
					NOT = { culture = andalusian_arabic }
				}
				culture_group = celtic
				culture_group = west_slavic
				culture_group = magyar
				culture_group = baltic
				AND = {
					culture_group = south_slavic
					NOR = {
						culture = bulgarian
						culture = romanian
					}
				}
				culture_group = italian_group
			}
		}
		modifier = {
			factor = 0
			NOR = {
				AND = {
					has_global_flag = EMF
					combat_rating = 50
				}
				AND = {
					NOT = { has_global_flag = EMF }
					combat_rating = 42
				}
			}
		}
		#modifier = {
		#	factor = 0
		#	martial = 25
		#}
		modifier = {
			factor = 0
			NOT = {
				trait = crusader
			}
		}
		modifier = {
			factor = 0
			NOT = { year = 950 }
		}
		modifier = {
			factor = 0
			prisoner = yes
		}
		hide_layers = {
			1 = { always = yes }
			3 = { always = yes }
			4 = { always = yes }
			5 = { always = yes }
			18 = { always = yes }
			19 = { always = yes }
			31 = { always = yes }
			32 = { always = yes }
			#34 = { always = yes }
			35 = { always = yes }
		}
	}
	
	8 = { # Crusader armor #3
		factor = 1
		modifier = { 
			factor = 0
			NAND = { 
				in_command = yes 
				has_game_rule = {
					name = martial_headgear
					value = on
				}
			}
		}
		modifier = {
			factor = 0
			NOT = {
				religion_group = christian
			}
			NOR = {
				culture_group = north_germanic
				culture_group = central_germanic
				culture_group = west_germanic
				culture_group = latin
				AND = {
					culture_group = iberian
					NOT = { culture = andalusian_arabic }
				}
				culture_group = celtic
				culture_group = west_slavic
				culture_group = magyar
				culture_group = baltic
				AND = {
					culture_group = south_slavic
					NOR = {
						culture = bulgarian
						culture = romanian
					}
				}
				culture_group = italian_group
			}
		}
		#modifier = {
		#	factor = 0
		#	NOR = {
		#		AND = {
		#			has_global_flag = EMF
		#			combat_rating = 42
		#		}
		#		AND = {
		#			NOT = { has_global_flag = EMF }
		#			combat_rating = 50
		#		}
		#	}
		#}
		#modifier = {
		#	factor = 0
		#	NOT = { martial = 25 }
		#}
		modifier = {
			factor = 0
			NOR = {
				trait = crusader_king
				trait = crusader_queen
			}
		}
		modifier = {
			factor = 0
			any_artifact = { artifact_type = crown_crusader_king is_artifact_equipped = yes } 
		}
		modifier = {
			factor = 0
			NOT = { year = 950 }
		}
		modifier = {
			factor = 0
			prisoner = yes
		}
		hide_layers = {
			1 = { always = yes }
			3 = { always = yes }
			4 = { always = yes }
			5 = { always = yes }
			18 = { always = yes }
			19 = { always = yes }
			31 = { always = yes }
			32 = { always = yes }
			#34 = { always = yes }
			35 = { always = yes }
		}
	}
	9 = { # Muslim armor #1
		factor = 1
		modifier = { 
			factor = 0
			NAND = { 
				in_command = yes 
				has_game_rule = {
					name = martial_headgear
					value = on
				}
			}
		}
		modifier = {
			factor = 0
			NOR = {
				culture_group = arabic
				culture_group = iranian
				AND = {
					culture_group = east_african
					religion_group = muslim
				}
				culture = andalusian_arabic
				AND = {
					OR = {
						culture = turkish
						culture = oghuz
						culture = turkmen
					}
					religion_group = muslim
				}
				culture_group = north_african
			}
		}
		modifier = {
			factor = 0
			NOR = {
				AND = {
					has_global_flag = EMF
					combat_rating = 42
				}
				AND = {
					NOT = { has_global_flag = EMF }
					combat_rating = 50
				}
			}
		}
		#modifier = {
		#	factor = 0
		#	NOR = {
		#		martial = 20
		#		AND = {
		#			martial = 18
		#			trait = mujahid
		#		}
		#	}
		#}
		modifier = {
			factor = 0
			NOT = { year = 950 }
		}
		modifier = {
			factor = 0
			prisoner = yes
		}
		hide_layers = {
			1 = { always = yes }
			3 = { always = yes }
			4 = { always = yes }
			5 = { always = yes }
			18 = { always = yes }
			19 = { always = yes }
			31 = { always = yes }
			32 = { always = yes }
			#34 = { always = yes }
			35 = { always = yes }
		}
	}
	10 = { # Muslim armor #2
		factor = 1
		modifier = { 
			factor = 0
			NAND = { 
				in_command = yes 
				has_game_rule = {
					name = martial_headgear
					value = on
				}
			}
		}
		modifier = {
			factor = 0
			NOR = {
				culture_group = arabic
				culture_group = iranian
				AND = {
					culture_group = east_african
					religion_group = muslim
				}
				culture = andalusian_arabic
				AND = {
					OR = {
						culture = turkish
						culture = oghuz
						culture = turkmen
					}
					religion_group = muslim
				}
				culture_group = north_african
			}
		}
		modifier = {
			factor = 0
			NOR = {
				AND = {
					has_global_flag = EMF
					combat_rating = 42
				}
				AND = {
					NOT = { has_global_flag = EMF }
					combat_rating = 50
				}
			}
		}
		#modifier = {
		#	factor = 0
		#	NOR = {
		#		martial = 20
		#		AND = {
		#			martial = 18
		#			trait = mujahid
		#		}
		#	}
		#}
		modifier = {
			factor = 0
			NOT = { year = 950 }
		}
		modifier = {
			factor = 0
			prisoner = yes
		}
		hide_layers = {
			1 = { always = yes }
			3 = { always = yes }
			4 = { always = yes }
			5 = { always = yes }
			18 = { always = yes }
			19 = { always = yes }
			31 = { always = yes }
			32 = { always = yes }
			#34 = { always = yes }
			35 = { always = yes }
		}
	}
	11 = { # Muslim armor #3
		factor = 1
		modifier = { 
			factor = 0
			NAND = { 
				in_command = yes 
				has_game_rule = {
					name = martial_headgear
					value = on
				}
			}
		}
		modifier = {
			factor = 0
			NOR = {
				culture_group = arabic
				culture_group = iranian
				AND = {
					culture_group = east_african
					religion_group = muslim
				}
				culture = andalusian_arabic
				AND = {
					OR = {
						culture = turkish
						culture = oghuz
						culture = turkmen
					}
					religion_group = muslim
				}
				culture_group = north_african
			}
		}
		modifier = {
			factor = 0
			NOR = {
				AND = {
					has_global_flag = EMF
					combat_rating = 42
				}
				AND = {
					NOT = { has_global_flag = EMF }
					combat_rating = 50
				}
			}
		}
		#modifier = {
		#	factor = 0
		#	NOR = {
		#		martial = 20
		#		AND = {
		#			martial = 18
		#			trait = mujahid
		#		}
		#	}
		#}
		modifier = {
			factor = 0
			NOT = { year = 950 }
		}
		modifier = {
			factor = 0
			prisoner = yes
		}
		hide_layers = {
			1 = { always = yes }
			3 = { always = yes }
			4 = { always = yes }
			5 = { always = yes }
			18 = { always = yes }
			19 = { always = yes }
			31 = { always = yes }
			32 = { always = yes }
			#34 = { always = yes }
			35 = { always = yes }
		}
	}
	12 = { # Muslim armor #4
		factor = 1
		modifier = { 
			factor = 0
			NAND = { 
				in_command = yes 
				has_game_rule = {
					name = martial_headgear
					value = on
				}
			}
		}
		modifier = {
			factor = 0
			NOR = {
				culture_group = arabic
				culture_group = iranian
				AND = {
					culture_group = east_african
					religion_group = muslim
				}
				culture = andalusian_arabic
				AND = {
					OR = {
						culture = turkish
						culture = oghuz
						culture = turkmen
					}
					religion_group = muslim
				}
				culture_group = north_african
			}
		}
		modifier = {
			factor = 0
			NOR = {
				AND = {
					has_global_flag = EMF
					combat_rating = 42
				}
				AND = {
					NOT = { has_global_flag = EMF }
					combat_rating = 50
				}
			}
		}
		#modifier = {
		#	factor = 0
		#	NOR = {
		#		martial = 20
		#		AND = {
		#			martial = 18
		#			trait = mujahid
		#		}
		#	}
		#}
		modifier = {
			factor = 0
			NOT = { year = 950 }
		}
		modifier = {
			factor = 0
			prisoner = yes
		}
		hide_layers = {
			1 = { always = yes }
			3 = { always = yes }
			4 = { always = yes }
			5 = { always = yes }
			18 = { always = yes }
			19 = { always = yes }
			31 = { always = yes }
			32 = { always = yes }
			#34 = { always = yes }
			35 = { always = yes }
		}
	}
	13 = { # Muslim armor #5
		factor = 1
		modifier = { 
			factor = 0
			NAND = { 
				in_command = yes 
				has_game_rule = {
					name = martial_headgear
					value = on
				}
			}
		}
		modifier = {
			factor = 0
			NOR = {
				culture_group = arabic
				culture_group = iranian
				AND = {
					culture_group = east_african
					religion_group = muslim
				}
				culture = andalusian_arabic
				AND = {
					OR = {
						culture = turkish
						culture = oghuz
						culture = turkmen
					}
					religion_group = muslim
				}
				culture_group = north_african
			}
		}
		modifier = {
			factor = 0
			NOR = {
				AND = {
					has_global_flag = EMF
					combat_rating = 42
				}
				AND = {
					NOT = { has_global_flag = EMF }
					combat_rating = 50
				}
			}
		}
		#modifier = {
		#	factor = 0
		#	NOR = {
		#		martial = 20
		#		AND = {
		#			martial = 18
		#			trait = mujahid
		#		}
		#	}
		#}
		modifier = {
			factor = 0
			NOT = { year = 950 }
		}
		modifier = {
			factor = 0
			prisoner = yes
		}
		hide_layers = {
			1 = { always = yes }
			3 = { always = yes }
			4 = { always = yes }
			5 = { always = yes }
			18 = { always = yes }
			19 = { always = yes }
			31 = { always = yes }
			32 = { always = yes }
			#34 = { always = yes }
			35 = { always = yes }
		}
	}
	14 = { # Steppe armor #1
		factor = 1
		modifier = { 
			factor = 0
			NAND = { 
				in_command = yes 
				has_game_rule = {
					name = martial_headgear
					value = on
				}
			}
		}
		modifier = {
			factor = 0
			NOR = {
				AND = {
					culture_group = east_slavic
					NOT = { religion_group = christian }
				}
				AND = {
					culture_group = altaic
					NOR = {
						culture = mongol
						culture = khitan
						culture = karluk
						culture = kirghiz
						culture = uyghur
					}
				}
				culture = alan
				culture = mordvin
				AND = {
					OR = {
						culture = turkish
						culture = oghuz
						culture = turkmen
					}
					NOT = { religion_group = muslim }
				}
			}
		}
		modifier = {
			factor = 0
			NOR = {
				AND = {
					has_global_flag = EMF
					combat_rating = 42
				}
				AND = {
					NOT = { has_global_flag = EMF }
					combat_rating = 50
				}
			}
		}
		#modifier = {
		#	factor = 0
		#	NOR = {
		#		martial = 20
		#		AND = {
		#			martial = 18
		#			OR = {
		#				trait = ukkos_shield
		#				trait = peruns_chosen
		#				trait = tengri_warrior
		#			}
		#		}
		#	}
		#}
		modifier = {
			factor = 0
			NOT = { year = 950 }
		}
		modifier = {
			factor = 0
			prisoner = yes
		}
		hide_layers = {
			1 = { always = yes }
			3 = { always = yes }
			4 = { always = yes }
			5 = { always = yes }
			18 = { always = yes }
			19 = { always = yes }
			31 = { always = yes }
			32 = { always = yes }
			#34 = { always = yes }
			35 = { always = yes }
		}
	}
	15 = { # Steppe armor #2
		factor = 1
		modifier = { 
			factor = 0
			NAND = { 
				in_command = yes 
				has_game_rule = {
					name = martial_headgear
					value = on
				}
			}
		}
		modifier = {
			factor = 0
			NOR = {
				AND = {
					culture_group = east_slavic
					NOT = { religion_group = christian }
				}
				AND = {
					culture_group = altaic
					NOR = {
						culture = mongol
						culture = khitan
						culture = karluk
						culture = kirghiz
						culture = uyghur
					}
				}
				culture = alan
				culture = mordvin
				AND = {
					OR = {
						culture = turkish
						culture = oghuz
						culture = turkmen
					}
					NOT = { religion_group = muslim }
				}
			}
		}
		modifier = {
			factor = 0
			NOR = {
				AND = {
					has_global_flag = EMF
					combat_rating = 42
				}
				AND = {
					NOT = { has_global_flag = EMF }
					combat_rating = 50
				}
			}
		}
		#modifier = {
		#	factor = 0
		#	NOR = {
		#		martial = 20
		#		AND = {
		#			martial = 18
		#			OR = {
		#				trait = ukkos_shield
		#				trait = peruns_chosen
		#				trait = tengri_warrior
		#			}
		#		}
		#	}
		#}
		modifier = {
			factor = 0
			NOT = { year = 950 }
		}
		modifier = {
			factor = 0
			prisoner = yes
		}
		hide_layers = {
			1 = { always = yes }
			3 = { always = yes }
			4 = { always = yes }
			5 = { always = yes }
			18 = { always = yes }
			19 = { always = yes }
			31 = { always = yes }
			32 = { always = yes }
			#34 = { always = yes }
			35 = { always = yes }
		}
	}
	16 = { # Steppe armor #3
		factor = 1
		modifier = { 
			factor = 0
			NAND = { 
				in_command = yes 
				has_game_rule = {
					name = martial_headgear
					value = on
				}
			}
		}
		modifier = {
			factor = 0
			NOR = {
				AND = {
					culture_group = east_slavic
					NOT = { religion_group = christian }
				}
				AND = {
					culture_group = altaic
					NOR = {
						culture = mongol
						culture = khitan
						culture = karluk
						culture = kirghiz
						culture = uyghur
					}
				}
				culture = alan
				culture = mordvin
				AND = {
					OR = {
						culture = turkish
						culture = oghuz
						culture = turkmen
					}
					NOT = { religion_group = muslim }
				}
			}
		}
		modifier = {
			factor = 0
			NOR = {
				AND = {
					has_global_flag = EMF
					combat_rating = 42
				}
				AND = {
					NOT = { has_global_flag = EMF }
					combat_rating = 50
				}
			}
		}
		#modifier = {
		#	factor = 0
		#	NOR = {
		#		martial = 20
		#		AND = {
		#			martial = 18
		#			OR = {
		#				trait = ukkos_shield
		#				trait = peruns_chosen
		#				trait = tengri_warrior
		#			}
		#		}
		#	}
		#}
		modifier = {
			factor = 0
			NOT = { year = 950 }
		}
		modifier = {
			factor = 0
			prisoner = yes
		}
		hide_layers = {
			1 = { always = yes }
			3 = { always = yes }
			4 = { always = yes }
			5 = { always = yes }
			18 = { always = yes }
			19 = { always = yes }
			31 = { always = yes }
			32 = { always = yes }
			#34 = { always = yes }
			35 = { always = yes }
		}
	}
	17 = { # Steppe armor #4
		factor = 1
		modifier = { 
			factor = 0
			NAND = { 
				in_command = yes 
				has_game_rule = {
					name = martial_headgear
					value = on
				}
			}
		}
		modifier = {
			factor = 0
			NOR = {
				AND = {
					culture_group = east_slavic
					NOT = { religion_group = christian }
				}
				AND = {
					culture_group = altaic
					NOR = {
						culture = mongol
						culture = khitan
						culture = karluk
						culture = kirghiz
						culture = uyghur
					}
				}
				culture = alan
				culture = mordvin
				AND = {
					OR = {
						culture = turkish
						culture = oghuz
						culture = turkmen
					}
					NOT = { religion_group = muslim }
				}
			}
		}
		modifier = {
			factor = 0
			NOR = {
				AND = {
					has_global_flag = EMF
					combat_rating = 42
				}
				AND = {
					NOT = { has_global_flag = EMF }
					combat_rating = 50
				}
			}
		}
		#modifier = {
		#	factor = 0
		#	NOR = {
		#		martial = 20
		#		AND = {
		#			martial = 18
		#			OR = {
		#				trait = ukkos_shield
		#				trait = peruns_chosen
		#				trait = tengri_warrior
		#			}
		#		}
		#	}
		#}
		modifier = {
			factor = 0
			NOT = { year = 950 }
		}
		modifier = {
			factor = 0
			prisoner = yes
		}
		hide_layers = {
			1 = { always = yes }
			3 = { always = yes }
			4 = { always = yes }
			5 = { always = yes }
			18 = { always = yes }
			19 = { always = yes }
			31 = { always = yes }
			32 = { always = yes }
			#34 = { always = yes }
			35 = { always = yes }
		}
	}
	18 = { # Byzantine armor #1
		factor = 1
		modifier = { 
			factor = 0
			NAND = { 
				in_command = yes 
				has_game_rule = {
					name = martial_headgear
					value = on
				}
			}
		}
		modifier = {
			factor = 0
			NOR = {
				AND = {
					culture_group = byzantine
					NOT = { culture = alan }
				}
				AND = {
					culture_group = east_slavic
					religion_group = christian
				}
				AND = {
					culture_group = south_slavic
					OR = {
						culture = bulgarian
						culture = romanian
					}
				}
			}
		}
		modifier = {
			factor = 0
			NOR = {
				AND = {
					has_global_flag = EMF
					combat_rating = 42
				}
				AND = {
					NOT = { has_global_flag = EMF }
					combat_rating = 50
				}
			}
		}
		#modifier = {
		#	factor = 0
		#	NOT = {
		#		martial = 20
		#	}
		#}
		modifier = {
			factor = 0
			NOT = { year = 950 }
		}
		modifier = {
			factor = 0
			prisoner = yes
		}
		hide_layers = {
			1 = { always = yes }
			3 = { always = yes }
			4 = { always = yes }
			5 = { always = yes }
			18 = { always = yes }
			19 = { always = yes }
			31 = { always = yes }
			32 = { always = yes }
			#34 = { always = yes }
			35 = { always = yes }
		}
	}
	19 = { # Byzantine armor #2
		factor = 1
		modifier = { 
			factor = 0
			NAND = { 
				in_command = yes 
				has_game_rule = {
					name = martial_headgear
					value = on
				}
			}
		}
		modifier = {
			factor = 0
			NOR = {
				AND = {
					culture_group = byzantine
					NOT = { culture = alan }
				}
				AND = {
					culture_group = east_slavic
					religion_group = christian
				}
				AND = {
					culture_group = south_slavic
					OR = {
						culture = bulgarian
						culture = romanian
					}
				}
			}
		}
		modifier = {
			factor = 0
			NOR = {
				AND = {
					has_global_flag = EMF
					combat_rating = 42
				}
				AND = {
					NOT = { has_global_flag = EMF }
					combat_rating = 50
				}
			}
		}
		#modifier = {
		#	factor = 0
		#	NOT = {
		#		martial = 20
		#	}
		#}
		modifier = {
			factor = 0
			NOT = { year = 950 }
		}
		modifier = {
			factor = 0
			prisoner = yes
		}
		hide_layers = {
			1 = { always = yes }
			3 = { always = yes }
			4 = { always = yes }
			5 = { always = yes }
			18 = { always = yes }
			19 = { always = yes }
			31 = { always = yes }
			32 = { always = yes }
			#34 = { always = yes }
			35 = { always = yes }
		}
	}
	20 = { # Byzantine armor #3
		factor = 1
		modifier = { 
			factor = 0
			NAND = { 
				in_command = yes 
				has_game_rule = {
					name = martial_headgear
					value = on
				}
			}
		}
		modifier = {
			factor = 0
			NOR = {
				AND = {
					culture_group = byzantine
					NOT = { culture = alan }
				}
				AND = {
					culture_group = east_slavic
					religion_group = christian
				}
				AND = {
					culture_group = south_slavic
					OR = {
						culture = bulgarian
						culture = romanian
					}
				}
			}
		}
		modifier = {
			factor = 0
			NOR = {
				AND = {
					has_global_flag = EMF
					combat_rating = 42
				}
				AND = {
					NOT = { has_global_flag = EMF }
					combat_rating = 50
				}
			}
		}
		#modifier = {
		#	factor = 0
		#	NOT = {
		#		martial = 20
		#	}
		#}
		modifier = {
			factor = 0
			NOT = { year = 950 }
		}
		modifier = {
			factor = 0
			prisoner = yes
		}
		hide_layers = {
			1 = { always = yes }
			3 = { always = yes }
			4 = { always = yes }
			5 = { always = yes }
			18 = { always = yes }
			19 = { always = yes }
			31 = { always = yes }
			32 = { always = yes }
			#34 = { always = yes }
			35 = { always = yes }
		}
	}
}

# 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
			is_alive = yes
			OR = {
				trait = fair
				trait = comely
				trait = ugly
				trait = drunkard
				trait = stressed
				trait = depressed
				trait = possessed
				trait = infirm
			}
		}
		modifier = {
			factor = 0
			is_alive = no
			OR = {
				trait = fair
				trait = comely
				trait = ugly
				AND = {
					trait = drunkard
					has_nickname = nick_the_drunkard
				}
				AND = {
					trait = possessed
					OR = {
						has_nickname = nick_the_accursed
						has_nickname = nick_the_wicked
						has_nickname = nick_the_bewitched
					}
				}
			}
		}
 	}

	1 = { # fair
		factor = 100
		modifier = {
			factor = 0
			NOR = {
				trait = fair
				trait = comely
			}
		}
		modifier = {
			factor = 0
			OR = {
				trait = drunkard
				trait = stressed
				trait = depressed
				trait = possessed
				trait = infirm
			}
		}
		modifier = {
			factor = 0
			OR = {
				graphical_culture = africangfx
				graphical_culture = westafricangfx
				graphical_culture = centralafricangfx
				graphical_culture = southernberbergfx
				graphical_culture = bejagfx
				graphical_culture = somaligfx
				graphical_culture = indiangfx
			}
		}
  	}
	2 = { # ugly
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = ugly }
		}
		modifier = {
			factor = 0
			OR = {
				trait = drunkard
				trait = stressed
				trait = depressed
				trait = possessed
				trait = infirm
			}
		}
  	}
	3 = { # drunkard
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = drunkard }
		}
		modifier = {
			factor = 0
			OR = {
				trait = stressed
				trait = depressed
				trait = possessed
				trait = infirm
			}
		}
		modifier = {
			factor = 0
			is_alive = no
			NOT = { has_nickname = nick_the_drunkard }
		}
  	}
	4 = { # stressed
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = stressed }
		}
		modifier = {
			factor = 0
			OR = {
				trait = depressed
				trait = possessed
				trait = infirm
			}
		}
		modifier = {
			factor = 0
			is_alive = no
		}
  	}
	5 = { # depressed
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = depressed }
		}
		modifier = {
			factor = 0
			OR = {
				trait = possessed
				trait = infirm
			}
		}
		modifier = {
			factor = 0
			is_alive = no
		}
  	}
	6 = { # possessed
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = possessed }
		}
		modifier = {
			factor = 0
			trait = infirm
		}
		modifier = {
			factor = 0
			is_alive = no
			NOR = {
				has_nickname = nick_the_accursed
				has_nickname = nick_the_wicked
				has_nickname = nick_the_bewitched
			}
		}
  	}
	7 = { # infirm
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = infirm }
		}
		modifier = {
			factor = 0
			is_alive = no
		}
  	}
	8 = { # fair - dark skinned
		factor = 100
		modifier = {
			factor = 0
			NOR = {
				trait = fair
				trait = comely
			}
		}
		modifier = {
			factor = 0
			OR = {
				trait = drunkard
				trait = stressed
				trait = depressed
				trait = possessed
				trait = infirm
			}
		}
		modifier = {
			factor = 0
			NOR = {
				graphical_culture = africangfx
				graphical_culture = westafricangfx
				graphical_culture = centralafricangfx
				graphical_culture = southernberbergfx
				graphical_culture = bejagfx
				graphical_culture = somaligfx
				graphical_culture = indiangfx
			}
		}
  	}
}

# p9 boils
9 = {

	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			is_alive = yes
			OR = {
				trait = ill
				trait = flu
				trait = pneumonic
				trait = has_bubonic_plague
				trait = has_measles
				trait = has_small_pox
				trait = has_typhus
				trait = syphilitic
				trait = has_aztec_disease
				trait = leper
			}
		}
		modifier = {
			factor = 0
			is_alive = no
			OR = {
				trait = has_bubonic_plague
				trait = has_measles
				trait = has_small_pox
				trait = has_typhus
				trait = syphilitic
				trait = has_aztec_disease
				trait = leper
			}
		}
 	}
	1 = { # boil
		factor = 100
		modifier = {
			factor = 0
			NOR = {
				trait = has_bubonic_plague
				trait = syphilitic
				trait = has_aztec_disease
			}
		}
		modifier = {
			factor = 0
			trait = leper
		}
 	}
	2 = { # red dots
		factor = 100
		modifier = {
			factor = 0
			NOR = {
				trait = has_measles
				trait = has_small_pox
				trait = has_typhus
			}
		}
		modifier = {
			factor = 0
			OR = {
				trait = has_bubonic_plague
				trait = syphilitic
				trait = has_aztec_disease
				trait = leper
			}
		}
 	}
	3 = { # ill/pneumonic
		factor = 100
		modifier = {
			factor = 0
			NOR = {
				trait = ill
				trait = flu
				trait = pneumonic
			}
		}
		modifier = {
			factor = 0
			OR = {
				trait = has_bubonic_plague
				trait = has_measles
				trait = has_small_pox
				trait = has_typhus
				trait = syphilitic
				trait = has_aztec_disease
				trait = leper
			}
		}
		modifier = {
			factor = 0
			is_alive = no
		}
 	}
 	4 = { # leper
		factor = 100
		modifier = {
			factor = 0
			NOT = {
				trait = leper
			}
		}
 	}
}

# p10 blinded
10 = {
	0 = {
		factor = 100
		modifier = {
			factor = 0
			is_alive = yes
			OR = {
				trait = blinded
				trait = lunatic
			}
		}
		modifier = {
			factor = 0
			is_alive = no
			OR = {
				trait = blinded
				AND = {
					trait = lunatic
					has_nickname = nick_the_mad
				}
			}
		}
	}
	
	1 =  { #blinded
		factor = 100
		modifier = {
			factor = 0
			NOT = {
				trait = blinded
			}
		}
		modifier = {
			factor = 0
			trait = lunatic
			is_alive = yes
		}
		modifier = {
			factor = 0
			is_alive = no
			trait = lunatic
			has_nickname = nick_the_mad
		}
	}
	2 =  { #lunatic
		factor = 100
		modifier = {
			factor = 0
			NOT = {
				trait = lunatic
			}
		}
		modifier = {
			factor = 0
			trait = blinded
			is_alive = yes
		}
		modifier = {
			factor = 0
			is_alive = no
			OR = {
				NOT = { has_nickname = nick_the_mad }
				trait = blinded
			}
		}
	}
	3 =  { #blinded and lunatic
		factor = 100
		modifier = {
			factor = 0
			NAND = {
				trait = blinded
				trait = lunatic
			}
		}
		modifier = {
			factor = 0
			is_alive = no
			NOT = { has_nickname = nick_the_mad }
		}
	}
}

# 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
						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
				religion_group = pagan_group
				has_character_modifier = golden_mask
			}
		}
		modifier = {
			factor = 0
			OR = {
				culture_group = west_african
				culture = maghreb_arabic
				culture_group = north_african
			}
		}
	}

	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
				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
						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
						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
			}
		}
		modifier = {
			factor = 0
			NOR = {
				religion = west_african_pagan
				religion = west_african_pagan_reformed
				culture_group = west_african
				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
			}
		}
		modifier = {
			factor = 0
			NOR = {
				religion = west_african_pagan
				religion = west_african_pagan_reformed
				culture_group = west_african
				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
						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
						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
				religion_group = pagan_group
				has_character_modifier = golden_mask
			}
		}
		modifier = {
			factor = 0
			OR = {
				culture_group = west_african
				culture = maghreb_arabic
				culture_group = north_african
			}
		}
	}
	
	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
				religion_group = pagan_group
			}
			NOT = { has_character_modifier = golden_mask }
		}
		modifier = {
			factor = 0
			NOR = {
				trait = greedy
				trait = proud
				trait = ambitious
				trait = envious
				culture_group = west_african
				culture = maghreb_arabic
				culture_group = north_african
			}
			NOT = { has_character_modifier = golden_mask }
		}
		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 } }
				}
				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 } }
				}
				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 }
			NOT = { trait = blinded }
		}
	}

	1 = { # eyepatch 1
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
			}
		}
		modifier = {
			factor = 0
			trait = blinded
		}
	}
	
	2 = { # eyepatch 2 - red leather
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
			}
		}
		modifier = {
			factor = 0
			trait = blinded
		}
	}
	
	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
			}
		}
		modifier = {
			factor = 0
			trait = blinded
		}
	}
	
	4 = { # eyepatch 4 - red
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
			}
		}
		modifier = {
			factor = 0
			trait = blinded
		}
	}
	
	5 = { # eyepatch 5 - white rag
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
			}
		}
		modifier = {
			factor = 3
			AND = {
				religion = catholic
				is_theocracy = yes
			}
		}
		modifier = {
			factor = 0
			trait = blinded
		}
	}
	
	6 = { # eyepatch 6 - blue rag
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
			}
		}
		modifier = {
			factor = 2
			OR = {
				religion = tengri_pagan
				religion = tengri_pagan_reformed
			}
		}
		modifier = {
			factor = 0
			trait = blinded
		}
	}
	
	7 = { # eyepatch 7 - green rag
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
			}
		}
		modifier = {
			factor = 2
			religion_group = muslim
		}
		modifier = {
			factor = 0
			trait = blinded
		}
	}
	
	8 = { # eyepatch 8 - red rag
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
			}
		}
		modifier = {
			factor = 0
			trait = blinded
		}
	}
	
	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
		}
		modifier = {
			factor = 0
			trait = blinded
		}
	}
	
	10 = { # eyepatch 10 - tartan rag
		factor = 3
		modifier = {
			factor = 0
			OR = {
				NAND = {
					trait = one_eyed
					culture_group = celtic
				}
				has_character_modifier = glass_eye
			}
		}
		modifier = {
			factor = 0
			trait = blinded
		}
	}
	
	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
			}
		}
		modifier = {
			factor = 0
			trait = blinded
		}
	}
	
	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
			}
		}
		modifier = {
			factor = 0
			trait = blinded
		}
	}
}

# 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
	}
}

# p18 Special crowns_behind
18 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			OR = {
				has_minor_title = title_cardinal
				has_minor_title = title_fraticelli_cardinal
			}
		}
		modifier = {
			factor = 0
			NAND = { 
				in_command = yes  # Has to wear helmet instead.
				has_game_rule = {
					name = martial_headgear
					value = on
				}
				OR = {
					is_nomadic = no
					AND = {
						is_nomadic = yes
						OR = {
							war = yes
							siege = { is_attacker = yes }
							has_job_title = job_marshal
						}
					}
				}
			}
			OR = {
				trait = dead_crown_hre #Dead kings don't have artifacts
				trait = dead_crown_byzantine #Dead kings don't have artifacts
				trait = dead_crown_pahlavi #Dead kings don't have artifacts
				trait = dead_crown_fylkir #Dead kings don't have artifacts
				trait = dead_crown_tengri_fylkir #Dead kings don't have artifacts
				trait = dead_crown_finnish_fylkir #Dead kings don't have artifacts
				trait = dead_crown_slavic_fylkir
				trait = dead_crown_romuva_fylkir
				trait = dead_crown_zun_fylkir
				trait = dead_crown_west_african_fylkir
				trait = dead_crown_aztec_fylkir
				trait = augustus # Laurels
			}
		}
		modifier = {
			factor = 0
			NAND = { 
				in_command = yes  # Has to wear helmet instead.
				has_game_rule = {
					name = martial_headgear
					value = on
				}
				OR = {
					is_nomadic = no
					AND = {
						is_nomadic = yes
						OR = {
							war = yes
							siege = { is_attacker = yes }
							has_job_title = job_marshal
						}
					}
				}
			}
			any_artifact = {
				OR = {
					artifact_type = crown_hre
					artifact_type = crown_byzantine
					artifact_type = crown_pahlavi
					artifact_type = crown_fylkir
					artifact_type = crown_tengri_fylkir
					artifact_type = crown_finnish_fylkir
					artifact_type = crown_slavic_fylkir
					artifact_type = crown_romuva_fylkir
					artifact_type = crown_zun_fylkir
					artifact_type = crown_west_african_fylkir
					artifact_type = crown_aztec_fylkir
					artifact_type = iron_crown_of_lombardy
					artifact_type = cursed_diamond_crown
				}
				is_artifact_equipped = yes 
			}
		}
	}

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

# p19 Special crowns 
19 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			OR = {
				has_minor_title = title_cardinal
				has_minor_title = title_fraticelli_cardinal
				AND = {
					year = 1200
					religion = catholic
					controls_religion = yes
				}
			}
		}
		modifier = {
			factor = 0
			NAND = { 
				in_command = yes  # Has to wear helmet instead.
				has_game_rule = {
					name = martial_headgear
					value = on
				}
				OR = {
					is_nomadic = no
					AND = {
						is_nomadic = yes
						OR = {
							war = yes
							siege = { is_attacker = yes }
							has_job_title = job_marshal
						}
					}
				}
			}
			OR = {
				trait = dead_crown_hre #Dead kings don't have artifacts
				trait = dead_crown_byzantine #Dead kings don't have artifacts
				trait = dead_crown_pahlavi #Dead kings don't have artifacts
				trait = dead_crown_fylkir #Dead kings don't have artifacts
				trait = dead_crown_tengri_fylkir #Dead kings don't have artifacts
				trait = dead_crown_finnish_fylkir #Dead kings don't have artifacts
				trait = dead_crown_slavic_fylkir
				trait = dead_crown_romuva_fylkir
				trait = dead_crown_zun_fylkir
				trait = dead_crown_west_african_fylkir
				trait = dead_crown_aztec_fylkir
				trait = augustus # Laurels
			}
		}
		modifier = {
			factor = 0
			NAND = { 
				in_command = yes  # Has to wear helmet instead.
				has_game_rule = {
					name = martial_headgear
					value = on
				}
				OR = {
					is_nomadic = no
					AND = {
						is_nomadic = yes
						OR = {
							war = yes
							siege = { is_attacker = yes }
							has_job_title = job_marshal
						}
					}
				}
			}
			any_artifact = {
				OR = {
					artifact_type = crown_hre
					artifact_type = crown_byzantine
					artifact_type = crown_pahlavi
					artifact_type = crown_fylkir
					artifact_type = crown_tengri_fylkir
					artifact_type = crown_finnish_fylkir
					artifact_type = crown_slavic_fylkir
					artifact_type = crown_romuva_fylkir
					artifact_type = crown_zun_fylkir
					artifact_type = crown_west_african_fylkir
					artifact_type = crown_aztec_fylkir
					artifact_type = iron_crown_of_lombardy
					artifact_type = cursed_diamond_crown
				}
				is_artifact_equipped = yes 
			}
		}
	}

	1 = {
		factor = 100
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		modifier = {
			factor = 0
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
			OR = {
				is_nomadic = no
				AND = {
					is_nomadic = yes
					OR = {
						war = yes
						siege = { is_attacker = yes }
						has_job_title = job_marshal
					}
				}
			}
		}
		modifier = { #HRE crown
			factor = 0
			NOR = { 
				any_artifact = {
					artifact_type = crown_hre
					is_artifact_equipped = yes 
				}
				trait = dead_crown_hre
			}
		}
	}
	
	2 = { 
		factor = 100
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		modifier = {
			factor = 0
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
			OR = {
				is_nomadic = no
				AND = {
					is_nomadic = yes
					OR = {
						war = yes
						siege = { is_attacker = yes }
						has_job_title = job_marshal
					}
				}
			}
		}
		modifier = { #Byzantine Crown
			factor = 0
			NOR = { 
				any_artifact = {
					artifact_type = crown_byzantine
					is_artifact_equipped = yes 
				}
				trait = dead_crown_byzantine
			}
		}
	}
	
	3 = { 
		factor = 100
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		modifier = {
			factor = 0
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
			OR = {
				is_nomadic = no
				AND = {
					is_nomadic = yes
					OR = {
						war = yes
						siege = { is_attacker = yes }
						has_job_title = job_marshal
					}
				}
			}
		}
		modifier = { #Cursed Diamond Crown
			factor = 0
			NOR = { 
				any_artifact = {
					artifact_type = cursed_diamond_crown
					is_artifact_equipped = yes 
				}
				trait = dead_cursed_diamond_crown
			}
		}
	}
	4 = { 
		factor = 100
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		modifier = {
			factor = 0
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
			OR = {
				is_nomadic = no
				AND = {
					is_nomadic = yes
					OR = {
						war = yes
						siege = { is_attacker = yes }
						has_job_title = job_marshal
					}
				}
			}
		}
		modifier = { #Iron Crown of Lombardy
			factor = 0
			NOR = { 
				any_artifact = {
					artifact_type = iron_crown_of_lombardy
					is_artifact_equipped = yes 
				}
				trait = dead_iron_crown_lombardy
			}
		}
	}
	5 = { 
		factor = 100
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		modifier = {
			factor = 0
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
			OR = {
				is_nomadic = no
				AND = {
					is_nomadic = yes
					OR = {
						war = yes
						siege = { is_attacker = yes }
						has_job_title = job_marshal
					}
				}
			}
		}
		modifier = { #Imperial Laurels
			factor = 0
			NOT = { trait = augustus }
		}
	}
	6 = { 
		factor = 100
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		modifier = {
			factor = 0
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
			OR = {
				is_nomadic = no
				AND = {
					is_nomadic = yes
					OR = {
						war = yes
						siege = { is_attacker = yes }
						has_job_title = job_marshal
					}
				}
			}
		}
		modifier = { #Pahlavi Crown
			factor = 0
			NOR = { 
				any_artifact = {
					artifact_type = crown_pahlavi
					is_artifact_equipped = yes 
				}
				trait = dead_crown_pahlavi
			}
		}
	}
	7 = { 
		factor = 100
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		modifier = {
			factor = 0
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
			OR = {
				is_nomadic = no
				AND = {
					is_nomadic = yes
					OR = {
						war = yes
						siege = { is_attacker = yes }
						has_job_title = job_marshal
					}
				}
			}
		}
		modifier = { #Fylkir Crown
			factor = 0
			NOR = { 
				any_artifact = {
					artifact_type = crown_fylkir
					is_artifact_equipped = yes 
				}
				trait = dead_crown_fylkir
			}
		}
	}
	8 = { 
		factor = 100
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		modifier = {
			factor = 0
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
			OR = {
				is_nomadic = no
				AND = {
					is_nomadic = yes
					OR = {
						war = yes
						siege = { is_attacker = yes }
						has_job_title = job_marshal
					}
				}
			}
		}
		modifier = { #Tengri Fylkir Crown
			factor = 0
			NOR = { 
				any_artifact = {
					artifact_type = crown_tengri_fylkir
					is_artifact_equipped = yes 
				}
				trait = dead_crown_tengri_fylkir
			}
		}
	}
	9 = { 
		factor = 100
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		modifier = {
			factor = 0
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
			OR = {
				is_nomadic = no
				AND = {
					is_nomadic = yes
					OR = {
						war = yes
						siege = { is_attacker = yes }
						has_job_title = job_marshal
					}
				}
			}
		}
		modifier = { #Finnish Fylkir Crown
			factor = 0
			NOR = { 
				any_artifact = {
					artifact_type = crown_finnish_fylkir
					is_artifact_equipped = yes 
				}
				trait = dead_crown_finnish_fylkir
			}
		}
	}
	10 = { 
		factor = 100
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		modifier = {
			factor = 0
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
			OR = {
				is_nomadic = no
				AND = {
					is_nomadic = yes
					OR = {
						war = yes
						siege = { is_attacker = yes }
						has_job_title = job_marshal
					}
				}
			}
		}
		modifier = { #West-African Fylkir Crown
			factor = 0
			NOR = { 
				any_artifact = {
					artifact_type = crown_west_african_fylkir
					is_artifact_equipped = yes 
				}
				trait = dead_crown_west_african_fylkir
			}
		}
	}
	11 = { 
		factor = 100
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		modifier = {
			factor = 0
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
			OR = {
				is_nomadic = no
				AND = {
					is_nomadic = yes
					OR = {
						war = yes
						siege = { is_attacker = yes }
						has_job_title = job_marshal
					}
				}
			}
		}
		modifier = { #Slavic/Romva Fylkir Crown
			factor = 0
			NOR = { 
				any_artifact = {
					artifact_type = crown_slavic_fylkir
					is_artifact_equipped = yes 
				}
				any_artifact = {
					artifact_type = crown_romuva_fylkir
					is_artifact_equipped = yes 
				}
				trait = dead_crown_slavic_fylkir
				trait = dead_crown_romuva_fylkir
			}
		}
	}
	12 = { 
		factor = 100
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		modifier = { #Zunist Fylkir Crown
			factor = 0
			NOR = { 
				any_artifact = {
					artifact_type = crown_zun_fylkir
					is_artifact_equipped = yes 
				}
				trait = dead_crown_zun_fylkir
			}
		}
	}
	13 = { 
		factor = 100
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		modifier = { #Aztec Fylkir Crown
			factor = 0
			NOR = { 
				any_artifact = {
					artifact_type = crown_aztec_fylkir
					is_artifact_equipped = yes 
				}
				trait = dead_crown_aztec_fylkir
			}
		}
	}
	14 = { 
		factor = 100
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		modifier = {
			factor = 0
			year = 1245
		}
		modifier = {
			factor = 0
			NOR = {
				has_minor_title = title_cardinal
				has_minor_title = title_fraticelli_cardinal
			}
		}
	}
	15 = { 
		factor = 100
		hide_layers = { 3 = { } } #Hide layer 3 (clothes) when this frame is picked.
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		modifier = {
			factor = 0
			NOT = {
				year = 1245
			}
		}
		modifier = {
			factor = 0
			NOR = {
				has_minor_title = title_cardinal
				has_minor_title = title_fraticelli_cardinal
			}
		}
	}
	16 = { 
		factor = 100
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		modifier = {
			factor = 0
			NOT = {
				year = 1200
			}
		}
		modifier = {
			factor = 0
			NOT = {
				AND = {
					religion = catholic
					controls_religion = yes
				}
			}
		}
	}
}

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

	1 = { # freckles
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = freckles }
		}
  	}
	2 = { # freckles
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = freckles_2 }
		}
  	}
	3 = { # freckles
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = freckles_3 }
		}
  	}
	4 = { # freckles
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = freckles_4 }
		}
  	}
	5 = { # freckles
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = freckles_5 }
		}
  	}
}

# p21 physique
21 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			OR = { 
				trait = is_fat
				trait = sturdy
			}
		}
 	}
	1 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = sturdy }
		}
		modifier = {
			factor = 0
			trait = is_fat
		}
		modifier = {
			factor = 0
			age = 30
		}
  	}
	2 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = sturdy }
		}
		modifier = {
			factor = 0
			trait = is_fat
		}
		modifier = {
			factor = 0
			NOT = { age = 30 }
		}
		modifier = {
			factor = 0
			age = 50
		}
  	}
	3 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = sturdy }
		}
		modifier = {
			factor = 0
			trait = is_fat
		}
		modifier = {
			factor = 0
			NOT = { age = 50 }
		}
  	}
	4 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = is_fat }
		}
		modifier = {
			factor = 0
			age = 30
		}
  	}
	5 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = is_fat }
		}
		modifier = {
			factor = 0
			NOT = { age = 30 }
		}
		modifier = {
			factor = 0
			age = 50
		}
  	}
	6 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = is_fat }
		}
		modifier = {
			factor = 0
			NOT = { age = 50 }
		}
  	}
}

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

	1 = { #pale 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = ill }
			NOT = { trait = is_malnourished }
		}
  	}
}

#p23 black eye
23 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			is_alive = yes
			OR = {
				has_character_modifier = black_eye
				has_character_modifier = concussion
				trait = wounded
				trait = maimed
				trait = mangled
				trait = severely_injured
				trait = incapable
			}
		}
		modifier = {
			factor = 0
			is_alive = no
			OR = {
				trait = maimed
				trait = mangled
				trait = severely_injured
			}
			death_reason = death_accident
		}
 	}

	1 = { #black eye. 
		factor = 100
		modifier = {
			factor = 0
			NOT = { has_character_modifier = black_eye }
		}
		modifier = {
			factor = 0
			has_character_modifier = black_eye
			has_character_modifier = concussion 
		}
		modifier = {
			factor = 0
			OR = {
				trait = maimed
				trait = mangled
				trait = severely_injured
			}
		}
  	}
	2 = { #Concussion.
		factor = 100
		modifier = {
			factor = 0
			NOR = { 
				has_character_modifier = concussion 
				trait = wounded
			}
		}
		modifier = {
			factor = 0
			has_character_modifier = black_eye
			OR = { 
				has_character_modifier = concussion 
				trait = wounded
			}
		}
		modifier = {
			factor = 0
			trait = wounded
			OR = {
				trait = maimed
				trait = mangled
				trait = severely_injured
			}
		}
		modifier = {
			factor = 0
			OR = {
				trait = maimed
				trait = mangled
				trait = severely_injured
			}
		}
  	}
	3 = { #Concussion AND Black eye.
		factor = 100
		modifier = {
			factor = 0
			NOT = { 
				OR = { 
					has_character_modifier = concussion 
					trait = wounded
				}
				has_character_modifier = black_eye
			}
		}
		modifier = {
			factor = 0
			OR = {
				trait = maimed
				trait = mangled
				trait = severely_injured
			}
		}
  	}
	4 = { # maimed
		factor = 100
		modifier = {
			factor = 0
			NOR = {
				trait = maimed
				trait = mangled
				trait = severely_injured
			}
		}
		modifier = {
			factor = 0
			OR = {
				has_character_modifier = black_eye
				has_character_modifier = concussion
			}
		}
		modifier = {
			factor = 0
			is_alive = no
			NOT = { death_reason = death_accident }
		}
   	}
	5 = { # maimed AND black eye
		factor = 100
		modifier = {
			factor = 0
			NOR = {
				trait = maimed
				trait = mangled
				trait = severely_injured
			}
		}
		modifier = {
			factor = 0
			NOT = { has_character_modifier = black_eye }
		}
		modifier = {
			factor = 0
			has_character_modifier = black_eye
			has_character_modifier = concussion 
		}
		modifier = {
			factor = 0
			is_alive = no
			NOT = { death_reason = death_accident }
		}
   	}
	6 = { # maimed AND concussion
		factor = 100
		modifier = {
			factor = 0
			NOR = {
				trait = maimed
				trait = mangled
				trait = severely_injured
			}
		}
		modifier = {
			factor = 0
			NOR = { 
				has_character_modifier = concussion 
				trait = wounded
			}
		}
		modifier = {
			factor = 0
			has_character_modifier = black_eye
			OR = { 
				has_character_modifier = concussion 
				trait = wounded
			}
		}
		modifier = {
			factor = 0
			is_alive = no
			NOT = { death_reason = death_accident }
		}
   	}
	7 = { # maimed AND concussion AND black eye
		factor = 100
		modifier = {
			factor = 0
			NOR = {
				trait = maimed
				trait = mangled
				trait = severely_injured
			}
		}
		modifier = {
			factor = 0
			NOT = { 
				OR = { 
					has_character_modifier = concussion 
					trait = wounded
				}
				has_character_modifier = black_eye
			}
		}
		modifier = {
			factor = 0
			is_alive = no
			NOT = { death_reason = death_accident }
		}
   	}
	8 = { # incapable
		factor = 100
		modifier = {
			factor = 0
			NOT = {
				trait = incapable
			}
		}
		modifier = {
			factor = 0
			OR = {
				trait = maimed
				trait = mangled
				trait = severely_injured
				has_character_modifier = black_eye
				has_character_modifier = concussion 
				trait = wounded
			}
		}
		modifier = {
			factor = 0
			is_alive = no
		}
   	}
}

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

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

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

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

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

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

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

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

	1 = { # scar 1 - TIER III
		factor = 100
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_1
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_mid
				NOT = { trait = scarred_high }
			}
		}
   	}

	2 = { # scar 2 - TIER III
		factor = 100
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_2
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_mid
				NOT = { trait = scarred_high }
			}
		}
   	}

	3 = { # scar 3 - TIER III
		factor = 100
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_3
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_mid
				NOT = { trait = scarred_high }
			}
		}
   	}

	4 = { # scar 4 - TIER III
		factor = 100
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_4
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_mid
				NOT = { trait = scarred_high }
			}
		}
   	}
	5 = { # scar 5 - TIER III
		factor = 100
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_5
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_mid
				NOT = { trait = scarred_high }
			}
		}
   	}
	6 = { # scar 6 - TIER III
		factor = 100
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_6
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_mid
				NOT = { trait = scarred_high }
			}
		}
   	}
	7 = { # scar 7 - TIER III
		factor = 100
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_7
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_mid
				NOT = { trait = scarred_high }
			}
		}
   	}
	8 = { # scar 8 - TIER III
		factor = 100
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_8
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_mid
				NOT = { trait = scarred_high }
			}
		}
   	}
	9 = { # scar 9 - TIER III
		factor = 100
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_9
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_mid
				NOT = { trait = scarred_high }
			}
		}
   	}
	10 = { # scar 10 - TIER III
		factor = 100
		modifier = {
			factor = 0
			NOT = { 
				trait = scarred_type_10
			}
		}
		modifier = {
			factor = 0
			OR = { 
				trait = scarred
				trait = scarred_mid
				NOT = { trait = scarred_high }
			}
		}
   	}
}

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

	1 = { #Some. 
		factor = 100
		modifier = {
			factor = 0
			NOT = { has_character_modifier = blood_splatter_1 }
		}
		modifier = {
			factor = 0
			has_game_rule = {
   				name = blood_splatter_rule
				value = off
   			}
		}
  	}
	2 = { #A lot.
		factor = 100
		modifier = {
			factor = 0
			NOT = { has_character_modifier = blood_splatter_2 }
		}
		modifier = {
			factor = 0
			has_game_rule = {
   				name = blood_splatter_rule
				value = off
   			}
		}
  	}
	3 = { #Bathory.
		factor = 100
		modifier = {
			factor = 0
			NOT = { has_character_modifier = blood_splatter_3 }
		}
		modifier = {
			factor = 0
			has_game_rule = {
   				name = blood_splatter_rule
				value = off
   			}
		}
  	}
	4 = { #Mud splatter.
		factor = 100
		modifier = {
			factor = 0
			has_game_rule = {
   				name = blood_splatter_rule
				value = off
   			}
		}
		modifier = {
			factor = 0
			NOT = { has_character_modifier = mud_splatter }
		}
		modifier = { #Prioritize blood.
			factor = 0
			OR = {
				has_character_modifier = blood_splatter_1
				has_character_modifier = blood_splatter_2
				has_character_modifier = blood_splatter_3
			}
		}
  	}
}

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

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

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

	1 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = african_tattoo_1 }
		}
  	}
	2 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = african_tattoo_2 }
		}
  	}
	3 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = african_tattoo_3 }
		}
  	}
	4 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = african_tattoo_4 }
		}
  	}
	5 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = african_tattoo_5 }
		}
  	}
	6 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = african_tattoo_6 }
		}
  	}
	7 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = african_tattoo_7 }
		}
  	}
	8 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = african_tattoo_8 }
		}
  	}
	9 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = norse_tattoo_1 }
		}
  	}
	10 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = norse_tattoo_2 }
		}
  	}
	11 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = norse_tattoo_3 }
		}
  	}
	12 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = norse_tattoo_4 }
		}
  	}
	13 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = norse_tattoo_5 }
		}
  	}
	14 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = norse_tattoo_6 }
		}
  	}
	15 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = slavic_tattoo_1 }
		}
  	}
	16 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = slavic_tattoo_2 }
		}
  	}
	17 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = slavic_tattoo_3 }
		}
  	}
	18 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = slavic_tattoo_4 }
		}
  	}
	19 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = slavic_tattoo_5 }
		}
  	}
	20 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = slavic_tattoo_6 }
		}
  	}
	21 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = african_tattoo_9 }
		}
  	}
	22 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = african_tattoo_10 }
		}
  	}
	23 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = african_tattoo_11 }
		}
  	}
	24 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { trait = african_tattoo_12 }
		}
  	}
}

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

	1 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { has_character_modifier = aztec_warpaint_1 }
		}
  	}
	2 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { has_character_modifier = aztec_warpaint_2 }
		}
  	}
	3 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { has_character_modifier = finnish_warpaint_1 }
		}
  	}
	4 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { has_character_modifier = finnish_warpaint_2 }
		}
  	}
	5 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { has_character_modifier = zun_warpaint_1 }
		}
  	}
	6 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { has_character_modifier = zun_warpaint_2 }
		}
  	}
	7 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { has_character_modifier = tengri_warpaint_1 }
		}
  	}
	8 = { 
		factor = 100
		modifier = {
			factor = 0
			NOT = { has_character_modifier = tengri_warpaint_2 }
		}
  	}
}

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

	1 = { 
		factor = 100 
		modifier = {
			factor = 0
			NOT = { 
				has_game_rule = {
   					name = supernatural_events
					value = unrestricted
   				}
			}
		}
		modifier = {
			factor = 0
			NOT = {
				has_character_modifier = demon_horns
   			}
		}
  	}
}

#p31 frankish Culture Overlayer - Male
31 = {
	0 = { # Blank
		factor = 100
		trigger = {
			OR = {
				has_game_started = no
				AND = {
					is_in_society = yes
					lower_real_tier_than = COUNT
					OR = {
						AND = {
							has_game_rule = {
								name = martial_headgear
								value = on
							}
							NOR = {
								in_command = yes
								has_minor_title = title_commander
								has_job_title = job_marshal
							}
						}
						AND = {
							has_game_rule = {
								name = martial_headgear
								value = off
							}
							NOR = {
								has_minor_title = title_commander 
								has_job_title = job_marshal
							}
						}
					}
				}
				is_theocracy = yes
				is_merchant_republic = yes
				has_job_title = job_spiritual
				french_overlayer_special_crown_trigger = yes
				NOR = {
					#has_portrait_property = { layer = 5 index = 0 }
					#has_portrait_property = { layer = 5 index = 1 }
					#has_portrait_property = { layer = 5 index = 2 }
					#has_portrait_property = { layer = 5 index = 3 }
					#has_portrait_property = { layer = 5 index = 4 }
					#has_portrait_property = { layer = 5 index = 10 }
					french_martial_overlayer_trigger = yes
					french_count_overlayer_trigger = yes
					french_duke_overlayer_trigger = yes
				}
			}
		}
	}
	1 = { # Military Helm 01
		factor = 1
		trigger = {
			french_martial_overlayer_trigger = yes
			OR = {
				primary_title = { mercenary = yes }
				is_landed = no
			}
		}
	}
	2 = { # Military Helm 02
		factor = 1
		trigger = {
			french_martial_overlayer_trigger = yes
			OR = {
				culture = welsh
				culture = cumbric
				culture = cornish
			}
			NOR = {
				primary_title = { mercenary = yes }
				is_landed = no
			}
		}
	}
	3 = { # Military Helm 03
		factor = 1
		trigger = {
			french_martial_overlayer_trigger = yes
			OR = {
				culture = frankish
				culture = occitan
				culture = frankish
				culture = occitan
				culture = arpitan
				#culture = ligurian
				culture = breton
			}
			NOR = {
				primary_title = { mercenary = yes }
				is_landed = no
			}
		}
	}
	4 = { # Military Helm 04
		factor = 1
		trigger = {
			french_martial_overlayer_trigger = yes
			OR = {
				culture = dutch
				#culture = low_saxon
				culture = low_frankish
				culture = frisian
				culture = old_saxon
				culture = norman
			}
			NOR = {
				primary_title = { mercenary = yes }
				is_landed = no
			}
		}
	}
	5 = { # Count Accessories
		factor = 1
		trigger = {
			french_count_overlayer_trigger = yes
			NOR = { 
				higher_real_tier_than = COUNT
				spouse = { higher_real_tier_than = COUNT }
			}
		}
	}
	6 = { # Count Accessories
		factor = 1
		trigger = {
			french_count_overlayer_trigger = yes
			NOR = { 
				higher_real_tier_than = COUNT
				spouse = { higher_real_tier_than = COUNT }
			}
		}
	}
	7 = { # Count Accessories
		factor = 1
		trigger = {
			french_count_overlayer_trigger = yes
			NOR = { 
				higher_real_tier_than = COUNT
				spouse = { higher_real_tier_than = COUNT }
			}
		}
	}
	8 = { # Count Accessories
		factor = 1
		hide_layers = { 1 = { } }
		trigger = {
			french_count_overlayer_trigger = yes
			NOR = { 
				higher_real_tier_than = COUNT
				spouse = { higher_real_tier_than = COUNT }
			}
		}
	}
	9 = { # Count Accessories
		factor = 1
		trigger = {
			french_count_overlayer_trigger = yes
			NOR = { 
				higher_real_tier_than = COUNT
				spouse = { higher_real_tier_than = COUNT }
			}
		}
	}
	10 = { # Duke Accessories
		trigger = {
			french_duke_overlayer_trigger = yes
			OR = { 
				higher_real_tier_than = COUNT
				spouse = { higher_real_tier_than = COUNT }
			}
		}
	}
	11 = { # Duke Accessories
		trigger = {
			french_duke_overlayer_trigger = yes
			OR = { 
				higher_real_tier_than = COUNT
				spouse = { higher_real_tier_than = COUNT }
			}
		}
	}
	12 = { # Duke Accessories
		trigger = {
			french_duke_overlayer_trigger = yes
			OR = { 
				higher_real_tier_than = COUNT
				spouse = { higher_real_tier_than = COUNT }
			}
		}
	}
	13 = { # Duke Accessories
		trigger = {
			french_duke_overlayer_trigger = yes
			OR = { 
				higher_real_tier_than = COUNT
				spouse = { higher_real_tier_than = COUNT }
			}
		}
	}
	14 = { # Duke Accessories
		factor = 1
		trigger = {
			french_duke_overlayer_trigger = yes
			OR = { 
				higher_real_tier_than = COUNT
				spouse = { higher_real_tier_than = COUNT }
			}
		}
	}
}

#p32 frankish Culture Overlayer - Female
32 = {
	0 = { # Blank
	factor = 100
		trigger = {
			OR = {
				has_game_started = no
				AND = {
					is_in_society = yes
					lower_real_tier_than = COUNT
					OR = {
						AND = {
							has_game_rule = {
								name = martial_headgear
								value = on
							}
							NOR = {
								in_command = yes
								has_minor_title = title_commander
								has_job_title = job_marshal
							}
						}
						AND = {
							has_game_rule = {
								name = martial_headgear
								value = off
							}
							NOR = {
								has_minor_title = title_commander 
								has_job_title = job_marshal
							}
						}
					}
				}
				is_theocracy = yes
				is_merchant_republic = yes
				has_job_title = job_spiritual
				french_overlayer_special_crown_trigger = yes
				NOR = {
					#has_portrait_property = { layer = 5 index = 0 }
					#has_portrait_property = { layer = 5 index = 1 }
					#has_portrait_property = { layer = 5 index = 2 }
					#has_portrait_property = { layer = 5 index = 3 }
					#has_portrait_property = { layer = 5 index = 4 }
					#has_portrait_property = { layer = 5 index = 10 }
					french_martial_overlayer_trigger = yes
					french_duchess_overlayer_trigger = yes
					french_countess_overlayer_trigger = yes
					french_courtier_overlayer_trigger = yes
				}
			}
		}
	}
	1 = { # Military Helm 01
		factor = 1
		trigger = {
			french_martial_overlayer_trigger = yes
			OR = {
				primary_title = { mercenary = yes }
				is_landed = no
			}
		}
	}
	2 = { # Military Helm 02
		factor = 1
		trigger = {
			french_martial_overlayer_trigger = yes
			OR = {
				culture = welsh
				culture = cumbric
				culture = cornish
			}
			NOR = {
				primary_title = { mercenary = yes }
				is_landed = no
			}
		}
	}
	3 = { # Military Helm 03
		factor = 1
		trigger = {
			french_martial_overlayer_trigger = yes
			OR = {
				culture = frankish
				culture = occitan
				culture = frankish
				culture = occitan
				culture = arpitan
				#culture = ligurian
				culture = breton
			}
			NOR = {
				primary_title = { mercenary = yes }
				is_landed = no
			}
		}
	}
	4 = { # Military Helm 04
		factor = 1
		trigger = {
			french_martial_overlayer_trigger = yes
			OR = {
				culture = dutch
				#culture = low_saxon
				culture = low_frankish
				culture = frisian
				culture = old_saxon
				culture = norman
			}
			NOR = {
				primary_title = { mercenary = yes }
				is_landed = no
			}
		}
	}
	5 = { # Duchess Accessories - Early
		factor = 1
		trigger = {
			french_duchess_overlayer_trigger = yes
			NOT = { year = 1180 }
			OR = { 
				higher_real_tier_than = COUNT
				spouse = { higher_real_tier_than = COUNT }
			}
		}
	}
	6 = { # Duchess Accessories - Early
		factor = 1
		trigger = {
			french_duchess_overlayer_trigger = yes
			NOT = { year = 1180 }
			OR = { 
				higher_real_tier_than = COUNT
				spouse = { higher_real_tier_than = COUNT }
			}
		}
	}
	7 = { # Duchess Accessories - Early
		factor = 1
		trigger = {
			french_duchess_overlayer_trigger = yes
			NOT = { year = 1180 }
			OR = { 
				higher_real_tier_than = COUNT
				spouse = { higher_real_tier_than = COUNT }
			}
		}
	}
	8 = { # Duchess Accessories - Post-1180
		factor = 1
		trigger = {
			french_duchess_overlayer_trigger = yes
			year = 1180
			OR = { 
				higher_real_tier_than = COUNT
				spouse = { higher_real_tier_than = COUNT }
			}
		}
	}
	9 = { # Duchess Accessories - Post-1180
		factor = 1
		trigger = {
			french_duchess_overlayer_trigger = yes
			year = 1180
			OR = { 
				higher_real_tier_than = COUNT
				spouse = { higher_real_tier_than = COUNT }
			}
		}
	}
	10 = { # Countess Accessories - Early
		factor = 1
		trigger = {
			french_countess_overlayer_trigger = yes
			NOT = { year = 1180 }
			NOR = { 
				higher_real_tier_than = COUNT
				spouse = { higher_real_tier_than = COUNT }
			}
		}
	}
	11 = { # Countess Accessories - Early
		factor = 1
		trigger = {
			french_countess_overlayer_trigger = yes
			NOT = { year = 1180 }
			NOR = { 
				higher_real_tier_than = COUNT
				spouse = { higher_real_tier_than = COUNT }
			}
		}
	}
	12 = { # Countess Accessories - Post-1180
		factor = 1
		trigger = {
			french_countess_overlayer_trigger = yes
			year = 1180
			NOR = { 
				higher_real_tier_than = COUNT
				spouse = { higher_real_tier_than = COUNT }
			}
		}
	}
	13 = { # Countess Accessories - Post-1180
		factor = 1
		trigger = {
			french_countess_overlayer_trigger = yes
			year = 1180
			NOR = { 
				higher_real_tier_than = COUNT
				spouse = { higher_real_tier_than = COUNT }
			}
		}
	}
	14 = { # Countess Accessories - Post-1180
		factor = 1
		#hide_layers = { 33 = { } } #Veil overload.
		trigger = {
			french_countess_overlayer_trigger = yes
			year = 1180
			NOR = { 
				higher_real_tier_than = COUNT
				spouse = { higher_real_tier_than = COUNT }
			}
		}
	}
	15 = { # Countess Accessories - Post-1180
		factor = 1
		#hide_layers = { 1 = { } }
		#hide_layers = { 33 = { } } #Veil overload.
		trigger = {
			french_countess_overlayer_trigger = yes
			year = 1180
			NOR = { 
				higher_real_tier_than = COUNT
				spouse = { higher_real_tier_than = COUNT }
			}
		}
	}
	16 = { # Non-noble Pre-1180
		factor = 1
		#hide_layers = { 1 = { } }
		#hide_layers = { 33 = { } } #Veil overload.
		trigger = {
			french_courtier_overlayer_trigger = yes
			NOT = { year = 1180 }
		}
	}
	17 = { # Non-noble Pre-1180
		factor = 1
		#hide_layers = { 1 = { } }
		#hide_layers = { 33 = { } } #Veil overload.
		trigger = {
			french_courtier_overlayer_trigger = yes
			NOT = { year = 1180 }
		}
	}
	18 = { # Non-noble Pre-1180
		factor = 1
		#hide_layers = { 1 = { } }
		#hide_layers = { 33 = { } } #Veil overload.
		trigger = {
			french_courtier_overlayer_trigger = yes
			NOT = { year = 1180 }
		}
	}
	19 = { # Non-noble Pre-1180
		factor = 1
		#hide_layers = { 1 = { } }
		#hide_layers = { 33 = { } } #Veil overload.
		trigger = {
			french_courtier_overlayer_trigger = yes
			NOT = { year = 1180 }
		}
	}
	20 = { # Non-noble Post-1180
		factor = 1
		#hide_layers = { 33 = { } } #Veil overload.
		trigger = {
			french_courtier_overlayer_trigger = yes
			year = 1180
		}
	}
	21 = { # Non-noble Post-1180
		factor = 1
		trigger = {
			french_courtier_overlayer_trigger = yes
			year = 1180
		}
	}
	22 = { # Non-noble Post-1180
		factor = 1
		trigger = {
			french_courtier_overlayer_trigger = yes
			year = 1180
		}
	}
	23 = { # Non-noble Post-1180
		factor = 1
		#hide_layers = { 1 = { } }
		#hide_layers = { 33 = { } } #Veil overload.
		trigger = {
			french_courtier_overlayer_trigger = yes
			year = 1180
		}
	}
	24 = { # Non-noble Post-1180
		factor = 1
		#hide_layers = { 1 = { } }
		#hide_layers = { 33 = { } } #Veil overload.
		trigger = {
			french_courtier_overlayer_trigger = yes
			year = 1180
		}
	}
}

#p33 frankish Culture Underlayer and Hair - Female
33 = {
	0 = { # Blank
		factor = 100
		trigger = {
			OR = {
				has_game_started = no
				AND = {
					is_in_society = yes
					lower_real_tier_than = COUNT
					OR = {
						AND = {
							has_game_rule = {
								name = martial_headgear
								value = on
							}
							NOR = {
								in_command = yes
								has_minor_title = title_commander
								has_job_title = job_marshal
							}
						}
						AND = {
							has_game_rule = {
								name = martial_headgear
								value = off
							}
							NOR = {
								has_minor_title = title_commander
								has_job_title = job_marshal
							}
						}
					}
				}
				is_theocracy = yes
				is_merchant_republic = yes
				has_job_title = job_spiritual
				french_overlayer_special_crown_trigger = yes
				NOR = {
					#has_portrait_property = { layer = 5 index = 0 }
					#has_portrait_property = { layer = 5 index = 1 }
					#has_portrait_property = { layer = 5 index = 2 }
					#has_portrait_property = { layer = 5 index = 3 }
					#has_portrait_property = { layer = 5 index = 4 }
					#has_portrait_property = { layer = 5 index = 10 }
					french_queen_underlayer_trigger = yes
					french_duchess_overlayer_trigger = yes
					french_countess_overlayer_trigger = yes
				}
			}
		}
	}
	1 = { # Empress / Queen Pre-1180
		factor = 1
		hide_layers = { 1 = { } }
		trigger = {
			french_queen_underlayer_trigger = yes
			NOT = { year = 1180 }
		}
	}
	2 = { # Empress / Queen Pre-1180
		factor = 1
		hide_layers = { 1 = { } }
		trigger = {
			french_queen_underlayer_trigger = yes
			NOT = { year = 1180 }
		}
	}
	3 = { # Empress / Queen Pre-1180
		factor = 1
		hide_layers = { 1 = { } }
		trigger = {
			french_queen_underlayer_trigger = yes
			NOT = { year = 1180 }
		}
	}
	4 = { # Empress / Queen Pre-1180
		factor = 1
		hide_layers = { 1 = { } }
		trigger = {
			french_queen_underlayer_trigger = yes
			NOT = { year = 1180 }
		}
	}
	5 = { # Empress / Queen Post-1180
		factor = 1
		hide_layers = { 1 = { } }
		trigger = {
			french_queen_underlayer_trigger = yes
			year = 1180
		}
	}
	6 = { # Empress / Queen Post-1180
		factor = 1
		hide_layers = { 1 = { } }
		trigger = {
			french_queen_underlayer_trigger = yes
			year = 1180
		}
	}
	7 = { # Empress / Queen Post-1180
		factor = 1
		hide_layers = { 1 = { } }
		trigger = {
			french_queen_underlayer_trigger = yes
			year = 1180
		}
	}
	8 = { # Empress / Queen Post-1180
		factor = 1
		hide_layers = { 1 = { } }
		trigger = {
			french_queen_underlayer_trigger = yes
			year = 1180
		}
	}
	9 = { # Duchess Early
		factor = 1
		hide_layers = { 1 = { } }
		trigger = {
			french_duchess_overlayer_trigger = yes
			NOT = { year = 1180 }
		}
	}
	10 = { # Duchess Early
		factor = 1
		hide_layers = { 1 = { } }
		trigger = {
			french_duchess_overlayer_trigger = yes
			NOT = { year = 1180 }
		}
	}
	11 = {  # Duchess Early
		factor = 1
		hide_layers = { 1 = { } }
		trigger = {
			french_duchess_overlayer_trigger = yes
			NOT = { year = 1180 }
		}
	}
	12 = { # Duchess Early
		factor = 1
		hide_layers = { 1 = { } }
		trigger = {
			french_duchess_overlayer_trigger = yes
			NOT = { year = 1180 }
		}
	}
	13 = { # Duchess Post-1180
		factor = 1
		hide_layers = { 1 = { } }
		trigger = {
			french_duchess_overlayer_trigger = yes
			year = 1180
		}
	}
	14 = { # Duchess Post-1180
		factor = 1
		hide_layers = { 1 = { } }
		trigger = {
			french_duchess_overlayer_trigger = yes
			year = 1180
		}
	}
	15 = { # Countess Early
		factor = 1
		hide_layers = { 1 = { } }
		trigger = {
			french_countess_overlayer_trigger = yes
			NOT = { year = 1180 }
		}
	}
	16 = { # Countess Early
		factor = 1
		hide_layers = { 1 = { } }
		trigger = {
			french_countess_overlayer_trigger = yes
			NOT = { year = 1180 }
		}
	}
	17 = { # Countess Early
		factor = 1
		hide_layers = { 1 = { } }
		trigger = {
			french_countess_overlayer_trigger = yes
			NOT = { year = 1180 }
		}
	}
	18 = { # Countess Post-1180
		factor = 1
		hide_layers = { 1 = { } }
		trigger = {
			french_countess_overlayer_trigger = yes
			year = 1180
		}
	}
	19 = { # Countess Post-1180
		factor = 1
		hide_layers = { 1 = { } }
		trigger = {
			french_countess_overlayer_trigger = yes
			year = 1180
		}
	}
}

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


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

	1 = { 
		factor = 100
		hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		modifier = { #African Masks
			factor = 0
			NOT = { 
				any_artifact = {
					artifact_type = crown_african_mask_1
					is_artifact_equipped = yes 
				}
			}
		}
	}
	2 = { 
		factor = 100
		hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		modifier = { #African Masks
			factor = 0
			NOT = { 
				any_artifact = {
					artifact_type = crown_african_mask_2
					is_artifact_equipped = yes 
				}
			}
		}
	}
	3 = { 
		factor = 100
		hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		modifier = { #African Masks
			factor = 0
			NOT = { 
				any_artifact = {
					artifact_type = crown_african_mask_3
					is_artifact_equipped = yes 
				}
			}
		}
	}
	4 = { 
		factor = 100
		hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		modifier = { #African Masks
			factor = 0
			NOT = { 
				any_artifact = {
					artifact_type = crown_african_mask_4
					is_artifact_equipped = yes 
				}
			}
		}
	}
	5 = { 
		factor = 100
		hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		modifier = { #African Masks
			factor = 0
			NOT = { 
				any_artifact = {
					artifact_type = crown_african_mask_5
					is_artifact_equipped = yes 
				}
			}
		}
	}
	6 = { 
		factor = 100
		modifier = { #African Masks
			factor = 0
			NOT = { 
				any_artifact = {
					artifact_type = crown_african_mask_6
					is_artifact_equipped = yes 
				}
			}
		}
	}
	7 = { 
		factor = 100
		hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		modifier = { #African Masks
			factor = 0
			NOT = { 
				any_artifact = {
					artifact_type = crown_african_mask_7
					is_artifact_equipped = yes 
				}
			}
		}
	}
	8 = { 
		factor = 100
		hide_layers = { 12 = { } } #Hide layer 12 (disfigured masks) when this frame is picked.
		hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		modifier = { #African Masks
			factor = 0
			NOT = { 
				any_artifact = {
					artifact_type = crown_african_mask_8
					is_artifact_equipped = yes 
				}
			}
		}
	}
}

# p36 Special Scepters 
36 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			OR = {
				trait = dead_scepter_bon_fylkir
				trait = dead_scepter_hellenic_fylkir
			}
		}
		modifier = {
			factor = 0
			OR = {
				in_command = no
				has_game_rule = {
					name = martial_headgear
					value = off
				}
			}
			any_artifact = {
				OR = {
					artifact_type = scepter_bon_fylkir
					artifact_type = scepter_hellenic_fylkir
				}
				is_artifact_equipped = yes 
			}
		}
	}
	1 = { 
		factor = 100
		#hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		modifier = {
			factor = 0
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
			OR = {
				is_nomadic = no
				AND = {
					is_nomadic = yes
					OR = {
						war = yes
						siege = { is_attacker = yes }
						has_job_title = job_marshal
					}
				}
			}
		}
		modifier = { #Bon Fylkir Scepter
			factor = 0
			NOR = { 
				any_artifact = {
					artifact_type = scepter_bon_fylkir
					is_artifact_equipped = yes 
				}
				trait = dead_scepter_bon_fylkir
			}
		}
	}
	2 = { 
		factor = 100
		#hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
		modifier = {
			factor = 0
			in_command = yes
			has_game_rule = {
				name = martial_headgear
				value = on
			}
			OR = {
				is_nomadic = no
				AND = {
					is_nomadic = yes
					OR = {
						war = yes
						siege = { is_attacker = yes }
						has_job_title = job_marshal
					}
				}
			}
		}
		modifier = { #Hellenic Fylkir Scepter
			factor = 0
			NOR = { 
				any_artifact = {
					artifact_type = scepter_hellenic_fylkir
					is_artifact_equipped = yes 
				}
				trait = dead_scepter_hellenic_fylkir
			}
		}
	}
}

# p37 Special Relations (lover/rival) #TODO_CD: update once we have proper scopes
37 = {
	0 = { # blank
		factor = 100
		trigger = {
			NOR = {
				any_player = { is_rival = PREV }
				any_player = { is_lover = PREV }
				any_player = { is_friend = PREV }
			}
		}
	}
	1 = { 
		factor = 100
		trigger = {
			any_player = { is_rival = PREV }
		}
	}
	2 = { 
		factor = 100
		trigger = {
			any_player = { is_lover = PREV }
		}
	}
	3 = { 
		factor = 100
		trigger = {
			any_player = { is_friend = PREV }
		}
	}
}