shattered_conqueror_spawn_effect = {
	random_independent_ruler = {
		limit = {
			ai = yes
			is_landed = yes
			higher_tier_than = BARON
			NOT = {
				controls_religion = yes
			}
			NOR = {
				any_independent_ruler = {
					has_character_flag = great_conqueror
					NOT = {
						distance_from_realm = { who = PREV value = 400 }
					}
				}
				any_neighbor_independent_ruler = {
					ai = no
				}
			}
		}
		preferred_limit = {
			is_adult = yes
			NOT = {
				age = 40
			}
		}
		preferred_limit = {
			is_adult = yes
			NOT = {
				age = 60
			}
		}
		preferred_limit = {
			is_adult = yes
		}
		if = {
			limit = {
				is_female = yes
			}
			create_bloodline = {
				type = great_conqueror_female
			}
			new_bloodline = {
				set_description = "bloodline_desc_great_conqueror"
			}
		}
		if = {
			limit = {
				is_female = no
			}
			create_bloodline = {
				type = great_conqueror_male
			}
			new_bloodline = {
				set_description = "bloodline_desc_great_conqueror"
			}
		}
		save_event_target_as = great_conqueror
		set_character_flag = great_conqueror
		prestige = 2000
		piety = 1000
		wealth = 500
		health = 1
		fertility = 0.5
		remove_trait = weak
		remove_trait = slow
		remove_trait = imbecile
		remove_trait = dull
		remove_trait = content
		remove_trait = shy
		remove_trait = slothful
		add_trait = diligent
		add_trait = ambitious
		add_trait = adventurer
		random_list = {
			20 = {
				add_trait = strong
				add_trait = sturdy
			}
			20 = {
				add_trait = strong
				add_trait = genius
			}
			20 = {
				add_trait = strong
				add_trait = shrewd
			}
			20 = {
				add_trait = strong
				add_trait = robust
			}
			20 = {
				add_trait = genius
				add_trait = robust
			}
		}
		random = {
			chance = 10
			remove_trait = dwarf
			add_trait = giant
		}
		if = {
			limit = {
				graphical_culture = horsegfx
			}
			random = {
				chance = 10
				add_artifact = crown_unicorn_helmet
			}
		}
		add_artifact = sword_great_conqueror
		new_artifact = {
			set_name = conqueror_sword_name
			set_description = conqueror_sword_desc
		}
		if = {
			limit = {
				is_nomadic = no
			}
			capital_scope = {
				event_target:great_conqueror = {
					spawn_unit = {
						province = PREV
						home = PREV
						owner = event_target:great_conqueror
						attrition = 0.25
						scaled_by_biggest_garrison = 0.8
						reinforces = yes
						reinforce_rate_multiplier = 0.25
						troops = {
							archers = { 6 6 }
							light_cavalry = { 3 3 }
							knights = { 1 1 }
							light_infantry = { 7 7 }
							heavy_infantry = { 3 3 }
						}
					}
					spawn_unit = {
						province = PREV
						home = PREV
						owner = event_target:great_conqueror
						attrition = 0.25
						scaled_by_biggest_garrison = 0.8
						reinforces = yes
						reinforce_rate_multiplier = 0.25
						troops = {
							archers = { 6 6 }
							light_cavalry = { 3 3 }
							knights = { 1 1 }
							light_infantry = { 7 7 }
							heavy_infantry = { 3 3 }
						}
					}
					spawn_unit = {
						province = PREV
						home = PREV
						owner = event_target:great_conqueror
						attrition = 0.25
						scaled_by_biggest_garrison = 0.8
						reinforces = yes
						reinforce_rate_multiplier = 0.25
						troops = {
							archers = { 6 6 }
							light_cavalry = { 3 3 }
							knights = { 1 1 }
							light_infantry = { 7 7 }
							heavy_infantry = { 3 3 }
						}
					}
				}
			}
		}
		else_if = {
			limit = {
				is_nomadic = yes
			}
			capital_scope = {
				event_target:great_conqueror = {
					spawn_unit = {
						province = PREV
						home = PREV
						owner = event_target:great_conqueror
						attrition = 0.25
						reinforces = yes
						reinforce_rate_multiplier = 0.25
						troops = {
							light_cavalry = { 700 700 }
							horse_archers = { 500 500 }
							knights = { 100 100 }
						}
					}
					spawn_unit = {
						province = PREV
						home = PREV
						owner = event_target:great_conqueror
						attrition = 0.25
						reinforces = yes
						reinforce_rate_multiplier = 0.25
						troops = {
							light_cavalry = { 700 700 }
							horse_archers = { 500 500 }
							knights = { 100 100 }
						}
					}
					spawn_unit = {
						province = PREV
						home = PREV
						owner = event_target:great_conqueror
						attrition = 0.25
						reinforces = yes
						reinforce_rate_multiplier = 0.25
						troops = {
							light_cavalry = { 700 700 }
							horse_archers = { 500 500 }
							knights = { 100 100 }
						}
					}
				}
			}
		}
		if = {
			limit = {
				capital_scope = {
					port = yes
				}
			}
			spawn_fleet = {
				province = closest
				owner = event_target:great_conqueror
				troops = {
					galleys = { 150 150 }
				}
			}
		}
		random_list = {
			10 = {
				give_nickname = nick_the_lawgiver
			}
			10 = {
				give_nickname = nick_the_hammer
			}
			10 = {
				give_nickname = nick_the_conqueror
			}
			10 = {
				give_nickname = nick_the_avenger
			}
			10 = {
				give_nickname = nick_the_fearless
			}
			10 = {
				give_nickname = nick_the_glorious
			}
			10 = {
				give_nickname = nick_the_stranger
			}
			10 = {
				give_nickname = nick_the_legendary
			}
			10 = {
				give_nickname = nick_the_destroyer
			}
			10 = {
				give_nickname = nick_the_world_burner
			}
			10 = {
				give_nickname = nick_the_bear
			}
			10 = {
				give_nickname = nick_the_boar
			}
			10 = {
				give_nickname = nick_the_ironside
			}
			10 = {
				give_nickname = nick_the_lion
			}
			10 = {
				give_nickname = nick_the_lionheart
			}
			10 = {
				give_nickname = nick_the_magnificent
			}
			10 = {
				give_nickname = nick_the_dragon
			}
			10 = {
				give_nickname = nick_the_great
			}
			10 = {
				give_nickname = nick_the_wolf
			}
			10 = {
				give_nickname = nick_the_giant
				add_trait = giant
				remove_trait = dwarf
			}
			10 = {
				give_nickname = nick_the_cyclops
				add_trait = one_eyed
				add_trait = giant
				remove_trait = dwarf
			}
			10 = {
				give_nickname = nick_the_roaring_flame
				set_character_flag = taught_chinese_strategy
				add_trait = master_of_flame
			}
			10 = {
				save_event_target_as = nick_target_the_shield_of_capital
				give_nickname = nick_the_shield_of_capital

			}
			10 = {
				give_nickname = nick_the_goliath
				add_trait = giant
			}
			20 = {
				give_nickname = nick_the_mythological_creature
			}
		}
	}
}

spawn_hre_effect = {
	if = {
		limit = {
			any_landed_title = {
				tier = COUNT
				location = {
					is_capital = yes
					any_province_holding = {
						OR = {
							holding_type = castle
							holding_type = temple
							holding_type = city
							holding_type = tribal
						}
					}
					NOT = {
						port = yes
					}
				}
				NOT = {
					empire = {
						holder_scope = {
							always = yes
						}
					}
				}
				holder_scope = {
					independent = yes
				}
			}
		}
		random_landed_title = {
			limit = {
				tier = COUNT
				location = {
					is_capital = yes
					any_province_holding = {
						OR = {
							holding_type = castle
							holding_type = temple
							holding_type = city
							holding_type = tribal
						}
					}
					NOT = {
						port = yes
					}
				}
				NOT = {
					empire = {
						holder_scope = {
							always = yes
						}
					}
				}
				holder_scope = {
					independent = yes
				}
			}
			preferred_limit = {
				holder_scope = {
					is_feudal = yes
					is_adult = yes
				}
				NOT = {
					empire = {
						any_de_jure_vassal_title = {
							holder_scope = {
								OR = {
									is_tribal = yes
									is_nomadic = yes
								}
							}
						}
					}
				}
			}
			preferred_limit = {
				holder_scope = {
					is_feudal = yes
				}
				NOT = {
					empire = {
						any_de_jure_vassal_title = {
							holder_scope = {
								OR = {
									is_tribal = yes
									is_nomadic = yes
								}
							}
						}
					}
				}
			}
			preferred_limit = {
				NOT = {
					empire = {
						any_de_jure_vassal_title = {
							holder_scope = {
								OR = {
									is_tribal = yes
									is_nomadic = yes
								}
							}
						}
					}
				}
			}
			preferred_limit = {
				holder_scope = {
					is_feudal = yes
					is_adult = yes
				}
				NOT = {
					empire = {
						any_de_jure_vassal_title = {
							holder_scope = {
								is_nomadic = yes
							}
						}
					}
				}
			}
			preferred_limit = {
				holder_scope = {
					is_feudal = yes
				}
				NOT = {
					empire = {
						any_de_jure_vassal_title = {
							holder_scope = {
								is_nomadic = yes
							}
						}
					}
				}
			}
			preferred_limit = {
				NOT = {
					empire = {
						any_de_jure_vassal_title = {
							holder_scope = {
								is_nomadic = yes
							}
						}
					}
				}
			}
			holder_scope = {
				save_event_target_as = target_ruler
			}
			empire = {
				grant_title = event_target:target_ruler
				set_title_flag = alternate_hre
				set_name="ALT_HRE"
				adjective="ALT_HRE_ADJ"
				set_short_name = yes
				any_de_jure_vassal_title = {
					holder_scope = {
						if = {
							limit = {
								NOT = {
									character = event_target:target_ruler
								}
								independent = yes
							}
							set_defacto_liege = event_target:target_ruler
						}
					}
				}
				if = {
					limit = {
						has_dlc = Zeus
					}
					add_law = law_voting_power_1
					add_law = war_voting_power_1
					add_law = revoke_title_voting_power_1
					add_law = imprison_voting_power_1
					add_law = grant_title_voting_power_1
					add_law = banish_voting_power_1
					add_law = execution_voting_power_1
					add_law = succession_voting_power_1
				}
				add_law = succ_hre_elective
			}
			event_target:target_ruler = {
				wealth = 1000
				prestige = 1000
				if = {
					limit = {
						is_female = yes
					}
					create_bloodline = {
						type = great_conqueror_female
					}
					new_bloodline = {
						set_description = "bloodline_desc_great_conqueror"
					}
				}
				if = {
					limit = {
						is_female = no
					}
					create_bloodline = {
						type = great_conqueror_male
					}
					new_bloodline = {
						set_description = "bloodline_desc_great_conqueror"
					}
				}
				any_realm_character = {
					religion = event_target:target_ruler
				}
				any_realm_province = {
					religion = event_target:target_ruler
				}
				any_realm_character = {
					limit = {
						any_demesne_title = {
							tier = KING
						}
					}
					any_demesne_title = {
						limit = {
							tier = KING
						}
						destroy_landed_title = THIS
					}
				}
				any_demesne_title = {
					limit = {
						tier = KING
					}
					unsafe_destroy_landed_title = THIS
				}
			}
		}
	}
	else_if = {
		limit = {
			any_landed_title = {
				tier = COUNT
				location = {
					is_capital = yes
					any_province_holding = {
						OR = {
							holding_type = castle
							holding_type = temple
							holding_type = city
							holding_type = tribal
						}
					}
					NOT = {
						port = yes
					}
				}
				empire = {
					NOR = {
						has_title_flag = alternate_hre
						has_title_flag = alternate_byz
					}
					holder_scope = {
						always = yes
					}
				}
				holder_scope = {
					independent = yes
				}
			}
		}
		random_landed_title = {
			limit = {
				tier = COUNT
				location = {
					is_capital = yes
					any_province_holding = {
						OR = {
							holding_type = castle
							holding_type = temple
							holding_type = city
							holding_type = tribal
						}
					}
					NOT = {
						port = yes
					}
				}
				empire = {
					NOR = {
						has_title_flag = alternate_hre
						has_title_flag = alternate_byz
					}
					holder_scope = {
						always = yes
					}
				}
				holder_scope = {
					independent = yes
				}
			}
			preferred_limit = {
				holder_scope = {
					is_feudal = yes
					is_adult = yes
				}
				NOT = {
					empire = {
						any_de_jure_vassal_title = {
							holder_scope = {
								OR = {
									is_tribal = yes
									is_nomadic = yes
								}
							}
						}
					}
				}
			}
			preferred_limit = {
				holder_scope = {
					is_feudal = yes
				}
				NOT = {
					empire = {
						any_de_jure_vassal_title = {
							holder_scope = {
								OR = {
									is_tribal = yes
									is_nomadic = yes
								}
							}
						}
					}
				}
			}
			preferred_limit = {
				NOT = {
					empire = {
						any_de_jure_vassal_title = {
							holder_scope = {
								OR = {
									is_tribal = yes
									is_nomadic = yes
								}
							}
						}
					}
				}
			}
			preferred_limit = {
				holder_scope = {
					is_feudal = yes
					is_adult = yes
				}
				NOT = {
					empire = {
						any_de_jure_vassal_title = {
							holder_scope = {
								is_nomadic = yes
							}
						}
					}
				}
			}
			preferred_limit = {
				holder_scope = {
					is_feudal = yes
				}
				NOT = {
					empire = {
						any_de_jure_vassal_title = {
							holder_scope = {
								is_nomadic = yes
							}
						}
					}
				}
			}
			preferred_limit = {
				NOT = {
					empire = {
						any_de_jure_vassal_title = {
							holder_scope = {
								is_nomadic = yes
							}
						}
					}
				}
			}
			empire = {
				any_direct_de_jure_vassal_title = {
					de_jure_liege = e_hre
				}
				save_event_target_as = title_coa
				destroy_landed_title = THIS
				activate_title = { title = THIS status = no }
			}
			holder_scope = {
				save_event_target_as = target_ruler
			}
			empire = {
				grant_title = event_target:target_ruler
				set_title_flag = alternate_hre
				set_name="ALT_HRE"
				adjective="ALT_HRE_ADJ"
				set_short_name = yes
				any_de_jure_vassal_title = {
					holder_scope = {
						if = {
							limit = {
								NOT = {
									character = event_target:target_ruler
								}
								independent = yes
							}
							set_defacto_liege = event_target:target_ruler
						}
					}
				}
				if = {
					limit = {
						has_dlc = Zeus
					}
					add_law = law_voting_power_1
					add_law = war_voting_power_1
					add_law = revoke_title_voting_power_1
					add_law = imprison_voting_power_1
					add_law = grant_title_voting_power_1
					add_law = banish_voting_power_1
					add_law = execution_voting_power_1
					add_law = succession_voting_power_1
				}
				add_law = succ_hre_elective
			}
			event_target:target_ruler = {
				wealth = 1000
				prestige = 1000
				if = {
					limit = {
						is_female = yes
					}
					create_bloodline = {
						type = great_conqueror_female
					}
					new_bloodline = {
						set_description = "bloodline_desc_great_conqueror"
					}
				}
				if = {
					limit = {
						is_female = no
					}
					create_bloodline = {
						type = great_conqueror_male
					}
					new_bloodline = {
						set_description = "bloodline_desc_great_conqueror"
					}
				}
				any_realm_character = {
					religion = event_target:target_ruler
				}
				any_realm_province = {
					religion = event_target:target_ruler
				}
				any_realm_character = {
					limit = {
						any_demesne_title = {
							tier = KING
						}
					}
					any_demesne_title = {
						limit = {
							tier = KING
						}
						destroy_landed_title = THIS
					}
				}
				any_demesne_title = {
					limit = {
						tier = KING
					}
					unsafe_destroy_landed_title = THIS
				}
			}
		}
	}
}

spawn_byz_effect = {
	if = {
		limit = {
			any_landed_title = {
				tier = COUNT
				location = {
					is_capital = yes
					any_province_holding = {
						OR = {
							holding_type = castle
							holding_type = temple
							holding_type = city
							holding_type = tribal
						}
					}
				}
				NOT = {
					empire = {
						holder_scope = {
							always = yes
						}
					}
				}
				holder_scope = {
					independent = yes
				}
			}
		}
		random_landed_title = {
			limit = {
				tier = COUNT
				location = {
					is_capital = yes
					any_province_holding = {
						OR = {
							holding_type = castle
							holding_type = temple
							holding_type = city
							holding_type = tribal
						}
					}
				}
				NOT = {
					empire = {
						holder_scope = {
							always = yes
						}
					}
				}
				holder_scope = {
					independent = yes
				}
			}
			preferred_limit = {
				holder_scope = {
					is_feudal = yes
					is_adult = yes
				}
				NOT = {
					empire = {
						any_de_jure_vassal_title = {
							holder_scope = {
								OR = {
									is_tribal = yes
									is_nomadic = yes
								}
							}
						}
					}
				}
				holder_scope = {
					NOT = {
						any_character = {
							primary_title = {
								has_title_flag = alternate_hre
							}
							NOT = {
								distance = { value = 1000 where = PREV }
							}
						}
					}
				}
			}
			preferred_limit = {
				holder_scope = {
					is_feudal = yes
				}
				NOT = {
					empire = {
						any_de_jure_vassal_title = {
							holder_scope = {
								OR = {
									is_tribal = yes
									is_nomadic = yes
								}
							}
						}
					}
				}
				holder_scope = {
					NOT = {
						any_character = {
							primary_title = {
								has_title_flag = alternate_hre
							}
							NOT = {
								distance = { value = 1000 where = PREV }
							}
						}
					}
				}
			}
			preferred_limit = {
				NOT = {
					empire = {
						any_de_jure_vassal_title = {
							holder_scope = {
								OR = {
									is_tribal = yes
									is_nomadic = yes
								}
							}
						}
					}
				}
				holder_scope = {
					NOT = {
						any_character = {
							primary_title = {
								has_title_flag = alternate_hre
							}
							NOT = {
								distance = { value = 1000 where = PREV }
							}
						}
					}
				}
			}
			preferred_limit = {
				holder_scope = {
					is_feudal = yes
					is_adult = yes
				}
				NOT = {
					empire = {
						any_de_jure_vassal_title = {
							holder_scope = {
								is_nomadic = yes
							}
						}
					}
				}
				holder_scope = {
					NOT = {
						any_character = {
							primary_title = {
								has_title_flag = alternate_hre
							}
							NOT = {
								distance = { value = 1000 where = PREV }
							}
						}
					}
				}
			}
			preferred_limit = {
				holder_scope = {
					is_feudal = yes
				}
				NOT = {
					empire = {
						any_de_jure_vassal_title = {
							holder_scope = {
								is_nomadic = yes
							}
						}
					}
				}
				holder_scope = {
					NOT = {
						any_character = {
							primary_title = {
								has_title_flag = alternate_hre
							}
							NOT = {
								distance = { value = 1000 where = PREV }
							}
						}
					}
				}
			}
			preferred_limit = {
				NOT = {
					empire = {
						any_de_jure_vassal_title = {
							holder_scope = {
								is_nomadic = yes
							}
						}
					}
				}
			}
			preferred_limit = {
				holder_scope = {
					is_feudal = yes
					is_adult = yes
				}
				NOT = {
					empire = {
						any_de_jure_vassal_title = {
							holder_scope = {
								OR = {
									is_tribal = yes
									is_nomadic = yes
								}
							}
						}
					}
				}
			}
			preferred_limit = {
				holder_scope = {
					is_feudal = yes
				}
				NOT = {
					empire = {
						any_de_jure_vassal_title = {
							holder_scope = {
								OR = {
									is_tribal = yes
									is_nomadic = yes
								}
							}
						}
					}
				}
			}
			preferred_limit = {
				NOT = {
					empire = {
						any_de_jure_vassal_title = {
							holder_scope = {
								OR = {
									is_tribal = yes
									is_nomadic = yes
								}
							}
						}
					}
				}
			}
			preferred_limit = {
				holder_scope = {
					is_feudal = yes
					is_adult = yes
				}
				NOT = {
					empire = {
						any_de_jure_vassal_title = {
							holder_scope = {
								is_nomadic = yes
							}
						}
					}
				}
			}
			preferred_limit = {
				holder_scope = {
					is_feudal = yes
				}
				NOT = {
					empire = {
						any_de_jure_vassal_title = {
							holder_scope = {
								is_nomadic = yes
							}
						}
					}
				}
			}
			preferred_limit = {
				NOT = {
					empire = {
						any_de_jure_vassal_title = {
							holder_scope = {
								is_nomadic = yes
							}
						}
					}
				}
			}
			holder_scope = {
				save_event_target_as = target_ruler
			}
			empire = {
				any_direct_de_jure_vassal_title = {
					de_jure_liege = e_byzantium
				}
				save_event_target_as = title_coa
				activate_title = { title = THIS status = no }
			}
			e_byzantium = {
				grant_title = event_target:target_ruler
				set_title_flag = alternate_byz
				set_coa = event_target:title_coa
				set_name="ALT_BYZ"
				adjective="ALT_BYZ_ADJ"
				
				any_de_jure_vassal_title = {
					holder_scope = {
						if = {
							limit = {
								NOT = {
									character = event_target:target_ruler
								}
								independent = yes
							}
							set_defacto_liege = event_target:target_ruler
						}
					}
				}
				if = {
					limit = {
						has_dlc = Zeus
					}
					add_law = ze_administration_laws_2
					add_law = vice_royalty_2
					add_law = centralization_3
					add_law = law_voting_power_0
					add_law = war_voting_power_0
					add_law = revoke_title_voting_power_0
					add_law = imprison_voting_power_0
					add_law = grant_title_voting_power_0
					add_law = banish_voting_power_0
					add_law = execution_voting_power_0
					add_law = succession_voting_power_0
				}
				else = {
					add_law = crown_authority_4
					add_law = imperial_administration
					add_law = vice_royalty_2
					add_law = centralization_3
				}
				add_law = succ_byzantine_elective
				#if = {
				#	limit = {
				#		event_target:target_ruler =  {
				#			OR = {
				#				culture_group = byzantine
				#				culture = roman
				#				religion = orthodox
				#				religion = hellenic_pagan
				#				religion = hellenic_pagan_reformed
				#			}
				#		}
				#	}
				#	add_law = succ_byzantine_elective
				#}
				#else = {
				#	add_law = succ_primogeniture
				#}
			}
			event_target:target_ruler = {
				wealth = 1000
				prestige = 1000
				add_trait = born_in_the_purple
				any_child = {
					add_trait = born_in_the_purple
				}
				if = {
					limit = {
						is_female = yes
					}
					create_bloodline = {
						type = great_conqueror_female
					}
					new_bloodline = {
						set_description = "bloodline_desc_great_conqueror"
					}
				}
				if = {
					limit = {
						is_female = no
					}
					create_bloodline = {
						type = great_conqueror_male
					}
					new_bloodline = {
						set_description = "bloodline_desc_great_conqueror"
					}
				}
				any_realm_character = {
					limit = {
						NOT = {
							religion_group = event_target:target_ruler
						}
					}
					religion = event_target:target_ruler
				}
				any_realm_province = {
					limit = {
						NOT = {
							religion_group = event_target:target_ruler
						}
					}
					religion = event_target:target_ruler
				}
				any_realm_character = {
					limit = {
						any_demesne_title = {
							tier = KING
						}
					}
					any_demesne_title = {
						limit = {
							tier = KING
						}
						destroy_landed_title = THIS
					}
				}
				any_demesne_title = {
					limit = {
						tier = KING
					}
					unsafe_destroy_landed_title = THIS
				}
				any_realm_character = {
					limit = {
						is_feudal = yes
					}
					any_demesne_title = {
						limit = {
							tier = DUKE
							NOR = {
								controls_religion = yes
								holy_order = yes
								mercenary = yes
							}
						}
						grant_title = event_target:target_ruler
					}
				}
			}
		}
	}
	else_if = {
		limit= {
			any_landed_title = {
				tier = COUNT
				location = {
					is_capital = yes
					any_province_holding = {
						OR = {
							holding_type = castle
							holding_type = temple
							holding_type = city
							holding_type = tribal
						}
					}
				}
				empire = {
					NOR = {
						has_title_flag = alternate_hre
						has_title_flag = alternate_byz
					}
					holder_scope = {
						always = yes
					}
				}
				holder_scope = {
					independent = yes
				}
			}
		}
		random_landed_title = {
			limit = {
				tier = COUNT
				location = {
					is_capital = yes
					any_province_holding = {
						OR = {
							holding_type = castle
							holding_type = temple
							holding_type = city
							holding_type = tribal
						}
					}
				}
				empire = {
					NOR = {
						has_title_flag = alternate_hre
						has_title_flag = alternate_byz
					}
					holder_scope = {
						always = yes
					}
				}
				holder_scope = {
					independent = yes
				}
			}
			preferred_limit = {
				holder_scope = {
					is_feudal = yes
					is_adult = yes
				}
				NOT = {
					empire = {
						any_de_jure_vassal_title = {
							holder_scope = {
								OR = {
									is_tribal = yes
									is_nomadic = yes
								}
							}
						}
					}
				}
				holder_scope = {
					NOT = {
						any_character = {
							primary_title = {
								has_title_flag = alternate_hre
							}
							NOT = {
								distance = { value = 1000 where = PREV }
							}
						}
					}
				}
			}
			preferred_limit = {
				holder_scope = {
					is_feudal = yes
				}
				NOT = {
					empire = {
						any_de_jure_vassal_title = {
							holder_scope = {
								OR = {
									is_tribal = yes
									is_nomadic = yes
								}
							}
						}
					}
				}
				holder_scope = {
					NOT = {
						any_character = {
							primary_title = {
								has_title_flag = alternate_hre
							}
							NOT = {
								distance = { value = 1000 where = PREV }
							}
						}
					}
				}
			}
			preferred_limit = {
				NOT = {
					empire = {
						any_de_jure_vassal_title = {
							holder_scope = {
								OR = {
									is_tribal = yes
									is_nomadic = yes
								}
							}
						}
					}
				}
				holder_scope = {
					NOT = {
						any_character = {
							primary_title = {
								has_title_flag = alternate_hre
							}
							NOT = {
								distance = { value = 1000 where = PREV }
							}
						}
					}
				}
			}
			preferred_limit = {
				holder_scope = {
					is_feudal = yes
					is_adult = yes
				}
				NOT = {
					empire = {
						any_de_jure_vassal_title = {
							holder_scope = {
								is_nomadic = yes
							}
						}
					}
				}
				holder_scope = {
					NOT = {
						any_character = {
							primary_title = {
								has_title_flag = alternate_hre
							}
							NOT = {
								distance = { value = 1000 where = PREV }
							}
						}
					}
				}
			}
			preferred_limit = {
				holder_scope = {
					is_feudal = yes
				}
				NOT = {
					empire = {
						any_de_jure_vassal_title = {
							holder_scope = {
								is_nomadic = yes
							}
						}
					}
				}
				holder_scope = {
					NOT = {
						any_character = {
							primary_title = {
								has_title_flag = alternate_hre
							}
							NOT = {
								distance = { value = 1000 where = PREV }
							}
						}
					}
				}
			}
			preferred_limit = {
				NOT = {
					empire = {
						any_de_jure_vassal_title = {
							holder_scope = {
								is_nomadic = yes
							}
						}
					}
				}
			}
			preferred_limit = {
				holder_scope = {
					is_feudal = yes
					is_adult = yes
				}
				NOT = {
					empire = {
						any_de_jure_vassal_title = {
							holder_scope = {
								OR = {
									is_tribal = yes
									is_nomadic = yes
								}
							}
						}
					}
				}
			}
			preferred_limit = {
				holder_scope = {
					is_feudal = yes
				}
				NOT = {
					empire = {
						any_de_jure_vassal_title = {
							holder_scope = {
								OR = {
									is_tribal = yes
									is_nomadic = yes
								}
							}
						}
					}
				}
			}
			preferred_limit = {
				NOT = {
					empire = {
						any_de_jure_vassal_title = {
							holder_scope = {
								OR = {
									is_tribal = yes
									is_nomadic = yes
								}
							}
						}
					}
				}
			}
			preferred_limit = {
				holder_scope = {
					is_feudal = yes
					is_adult = yes
				}
				NOT = {
					empire = {
						any_de_jure_vassal_title = {
							holder_scope = {
								is_nomadic = yes
							}
						}
					}
				}
			}
			preferred_limit = {
				holder_scope = {
					is_feudal = yes
				}
				NOT = {
					empire = {
						any_de_jure_vassal_title = {
							holder_scope = {
								is_nomadic = yes
							}
						}
					}
				}
			}
			preferred_limit = {
				NOT = {
					empire = {
						any_de_jure_vassal_title = {
							holder_scope = {
								is_nomadic = yes
							}
						}
					}
				}
			}
			holder_scope = {
				save_event_target_as = target_ruler
			}
			empire = {
				any_direct_de_jure_vassal_title = {
					de_jure_liege = e_byzantium
				}
				save_event_target_as = title_coa
				destroy_landed_title = THIS
				activate_title = { title = THIS status = no }
			}
			e_byzantium = {
				grant_title = event_target:target_ruler
				set_title_flag = alternate_byz
				set_coa = event_target:title_coa
				set_name="ALT_BYZ"
				adjective="ALT_BYZ_ADJ"
				
				any_de_jure_vassal_title = {
					holder_scope = {
						if = {
							limit = {
								NOT = {
									character = event_target:target_ruler
								}
								independent = yes
							}
							set_defacto_liege = event_target:target_ruler
						}
					}
				}
				if = {
					limit = {
						has_dlc = Zeus
					}
					add_law = ze_administration_laws_2
					add_law = vice_royalty_2
					add_law = centralization_3
					add_law = law_voting_power_0
					add_law = war_voting_power_0
					add_law = revoke_title_voting_power_0
					add_law = imprison_voting_power_0
					add_law = grant_title_voting_power_0
					add_law = banish_voting_power_0
					add_law = execution_voting_power_0
					add_law = succession_voting_power_0
				}
				else = {
					add_law = crown_authority_4
					add_law = imperial_administration
					add_law = vice_royalty_2
					add_law = centralization_3
				}
				add_law = succ_primogeniture
			}
			event_target:target_ruler = {
				wealth = 1000
				prestige = 1000
				add_trait = born_in_the_purple
				any_child = {
					add_trait = born_in_the_purple
				}
				if = {
					limit = {
						is_female = yes
					}
					create_bloodline = {
						type = great_conqueror_female
					}
					new_bloodline = {
						set_description = "bloodline_desc_great_conqueror"
					}
				}
				if = {
					limit = {
						is_female = no
					}
					create_bloodline = {
						type = great_conqueror_male
					}
					new_bloodline = {
						set_description = "bloodline_desc_great_conqueror"
					}
				}
				any_realm_character = {
					limit = {
						NOT = {
							religion_group = event_target:target_ruler
						}
					}
					religion = event_target:target_ruler
				}
				any_realm_province = {
					limit = {
						NOT = {
							religion_group = event_target:target_ruler
						}
					}
					religion = event_target:target_ruler
				}
				any_realm_character = {
					limit = {
						any_demesne_title = {
							tier = KING
						}
					}
					any_demesne_title = {
						limit = {
							tier = KING
						}
						destroy_landed_title = THIS
					}
				}
				any_demesne_title = {
					limit = {
						tier = KING
					}
					unsafe_destroy_landed_title = THIS
				}
				any_realm_character = {
					limit = {
						is_feudal = yes
					}
					any_demesne_title = {
						limit = {
							tier = DUKE
							NOR = {
								controls_religion = yes
								holy_order = yes
								mercenary = yes
							}
						}
						grant_title = event_target:target_ruler
					}
				}
			}
		}
	}
}

spawn_merchant_republics_effect = {
	spawn_merchant_republic_effect = yes
	spawn_merchant_republic_effect = yes
	spawn_merchant_republic_effect = yes
	random = {
		chance = 60
		spawn_merchant_republic_effect = yes
	}
	random = {
		chance = 30
		spawn_merchant_republic_effect = yes
	}
	random = {
		chance = 5
		spawn_merchant_republic_effect = yes
	}
}

spawn_merchant_republic_effect = {
	random_character = {
		limit = {
			is_government_potential = merchant_republic_government
			is_landed = yes
			any_demesne_title = {
				tier = COUNT
			}
			NOR = {
				is_merchant_republic = yes
				is_theocracy = yes
				holy_order = yes
				mercenary = yes
				controls_religion = yes 
			}
			capital_scope = {
				location = {
					port = yes
					any_province_holding = {
						holding_type = city
					}
				}
			}
		}
		preferred_limit = {
			tier = DUKE
			is_adult = yes
			NOT = {
				any_character = {
					is_landed = yes
					is_merchant_republic = yes
					NOT = {
						distance = { value = 400 where = PREV }
					}
				}
			}
		}
		preferred_limit = {
			tier = DUKE
			NOT = {
				any_character = {
					is_landed = yes
					is_merchant_republic = yes
					NOT = {
						distance = { value = 400 where = PREV }
					}
				}
			}
		}
		preferred_limit = {
			NOT = {
				any_character = {
					is_landed = yes
					is_merchant_republic = yes
					NOT = {
						distance = { value = 400 where = PREV }
					}
				}
			}
		}
		
		wealth = 500
		save_event_target_as = target_merchant_republic
		
		if = {
			limit = {
				tier = COUNT
				capital_scope = {
					NOT = {
						duchy = {
							holder_scope = {
								always = yes
							}
						}
					}
				}
			}
			capital_scope = {
				duchy = {
					grant_title = event_target:target_merchant_republic
				}
			}
		}
		else_if = {
			limit = {
				tier = COUNT
				capital_scope = {
					duchy = {
						holder_scope = {
							always = yes
						}
					}
				}
			}
			random_demesne_title = {
				limit = {
					tier = COUNT
				}
				save_event_target_as = target_coa
			}
			create_title = {
				tier = DUKE
				landless = yes
				name = "GENERIC_REPUBLIC_NAME"
				holder = ROOT
				base_title = event_target:target_coa
			}
			primary_title = {
				set_coa = event_target:target_coa
			}
		}
		
		
		any_vassal = {
			limit = {
				is_landed = yes
				is_government_potential = republic_government
				NOR = {
					is_merchant_republic = yes
					is_theocracy = yes
					holy_order = yes
					mercenary = yes
					controls_religion = yes 
				}
				capital_scope = {
					location = {
						any_province_holding = {
							holding_type = city
						}
					}
				}
			}
			save_event_target_as = target_vassal
			set_government_type = republic_government
			any_demesne_province = {
				any_province_holding = {
					limit = {
						holding_type = city
					}
					grant_title = event_target:target_vassal
					make_capital_holding = yes
				}
			}
			any_demesne_title = {
				limit = {
					tier = BARON
					NOT = {
						holding_type = city
					}
				}
				save_event_target_as = target_barony
				create_random_soldier = {
					random_traits = yes
					dynasty = random
					religion = event_target:target_vassal
					culture = event_target:target_vassal
					female = no
					age = 25
				}
				new_character = {
					grant_title = event_target:target_barony
				}
			}
		}
		set_government_type = merchant_republic_government
		any_demesne_province = {
			any_province_holding = {
				limit = {
					holding_type = city
				}
				grant_title = event_target:target_merchant_republic
				make_capital_holding = yes
			}
		}
		any_demesne_title = {
			limit = {
				tier = BARON
				NOT = {
					holding_type = city
				}
			}
			save_event_target_as = target_barony
			create_random_soldier = {
				random_traits = yes
				dynasty = random
				religion = event_target:target_merchant_republic
				culture = event_target:target_merchant_republic
				female = no
				age = 25
			}
			new_character = {
				grant_title = event_target:target_barony
			}
		}
		capital_scope = {
			change_tech = {
				technology = TECH_TRADE_PRACTICES
				value = 2
			}
		}
	}
}

spawn_theocracies_effect = {
	spawn_theocracy_effect = yes
	spawn_theocracy_effect = yes
	spawn_theocracy_effect = yes
	spawn_theocracy_effect = yes
	spawn_theocracy_effect = yes
	spawn_theocracy_effect = yes
	spawn_theocracy_effect = yes
	spawn_theocracy_effect = yes
	random = {
		chance = 50
		spawn_theocracy_effect = yes
	}
	random = {
		chance = 50
		spawn_theocracy_effect = yes
	}
	random = {
		chance = 50
		spawn_theocracy_effect = yes
	}
	random = {
		chance = 50
		spawn_theocracy_effect = yes
	}
	random = {
		chance = 50
		spawn_theocracy_effect = yes
	}
	random = {
		chance = 50
		spawn_theocracy_effect = yes
	}
	random = {
		chance = 50
		spawn_theocracy_effect = yes
	}
	random = {
		chance = 50
		spawn_theocracy_effect = yes
	}
}

spawn_theocracy_effect = {
	random_character = {
		limit = {
			is_government_potential = theocracy_government
			is_landed = yes
			any_demesne_title = {
				tier = COUNT
			}
			NOR = {
				is_merchant_republic = yes
				is_theocracy = yes
				holy_order = yes
				mercenary = yes
				controls_religion = yes
				is_nomadic = yes
			}
			capital_scope = {
				location = {
					any_province_holding = {
						holding_type = temple
					}
				}
			}
		}
		preferred_limit = {
			tier = COUNT
			is_adult = yes
			NOT = {
				any_character = {
					is_landed = yes
					is_theocracy = yes
					NOT = {
						distance = { value = 200 where = PREV }
					}
				}
			}
		}
		preferred_limit = {
			tier = COUNT
			is_adult = yes
		}
		preferred_limit = {
			tier = COUNT
		}
		
		save_event_target_as = target_theocracy
		
		set_government_type = theocracy_government
		remove_spouse = spouse
		any_demesne_province = {
			any_province_holding = {
				limit = {
					holding_type = temple
				}
				grant_title = event_target:target_theocracy
				make_capital_holding = yes
			}
		}
		any_demesne_title = {
			limit = {
				tier = BARON
				NOT = {
					holding_type = temple
				}
			}
			save_event_target_as = target_barony
			create_random_soldier = {
				random_traits = yes
				dynasty = random
				religion = event_target:target_theocracy
				culture = event_target:target_theocracy
				female = no
				age = 25
			}
			new_character = {
				grant_title = event_target:target_barony
			}
		}
	}
}

rename_titles_altstart = {
	any_title = {
		limit = {
			higher_tier_than = DUKE
			NOR = {
				controls_religion = yes
				mercenary = yes
				holy_order = yes
				clan = yes
				has_title_flag = alternate_hre
				has_title_flag = alternate_byz
			}
		}
		if = {
			limit = {
				holder_scope = {
					primary_title = { title = PREVPREV }
					NOT = {
						is_lowborn = yes
					}
				}
			}
			holder_scope = {
				save_event_target_as = target_name
			}
		}
		else = {
			random_character = {
				limit = {
					NOT = {
						is_lowborn = yes
					}
				}
				save_event_target_as = target_name
			}
		}
		random_list = {
			20 = {
				set_name = DYNAMIC_NAME_1
				adjective = DYNAMIC_NAME_1_ADJ
			}
			10 = {
				set_name = DYNAMIC_NAME_2
				adjective = DYNAMIC_NAME_2_ADJ
			}
			15 = {
				set_name = DYNAMIC_NAME_3
				adjective = DYNAMIC_NAME_3_ADJ
			}
			10 = {
				set_name = DYNAMIC_NAME_4
				adjective = DYNAMIC_NAME_4_ADJ
			}
			5 = {
				set_name = DYNAMIC_NAME_5
				adjective = DYNAMIC_NAME_5_ADJ
			}
			3 = {
				set_name = DYNAMIC_NAME_6
				adjective = DYNAMIC_NAME_6_ADJ
			}
			10 = {
				set_name = DYNAMIC_NAME_7
				adjective = DYNAMIC_NAME_7_ADJ
			}
			20 = {
				set_name = DYNAMIC_NAME_8
				adjective = DYNAMIC_NAME_8_ADJ
			}
			5 = {
				set_name = DYNAMIC_NAME_9
				adjective = DYNAMIC_NAME_9_ADJ
			}
			5 = {
				set_name = DYNAMIC_NAME_24
				adjective = DYNAMIC_NAME_24_ADJ
			}
			5 = {
				set_name = DYNAMIC_NAME_25
				adjective = DYNAMIC_NAME_25_ADJ
			}
			5 = {
				set_name = DYNAMIC_NAME_26
				adjective = DYNAMIC_NAME_26_ADJ
			}
			5 = {
				set_name = DYNAMIC_NAME_27
				adjective = DYNAMIC_NAME_27_ADJ
			}
		}
	}
}

rename_titles_altstart_duchies = {
	any_title = {
		limit = {
			tier = DUKE
			NOR = {
				controls_religion = yes
				mercenary = yes
				holy_order = yes
				clan = yes
				has_title_flag = alternate_hre
				has_title_flag = alternate_byz
			}
		}
		if = {
			limit = {
				holder_scope = {
					primary_title = { title = PREVPREV }
					NOT = {
						is_lowborn = yes
					}
				}
			}
			holder_scope = {
				save_event_target_as = target_name
			}
		}
		else = {
			random_character = {
				limit = {
					NOT = {
						is_lowborn = yes
					}
				}
				save_event_target_as = target_name
			}
		}
		random_list = {
			20 = {
				set_name = DYNAMIC_NAME_1
				adjective = DYNAMIC_NAME_1_ADJ
			}
			10 = {
				set_name = DYNAMIC_NAME_2
				adjective = DYNAMIC_NAME_2_ADJ
			}
			15 = {
				set_name = DYNAMIC_NAME_3
				adjective = DYNAMIC_NAME_3_ADJ
			}
			10 = {
				set_name = DYNAMIC_NAME_4
				adjective = DYNAMIC_NAME_4_ADJ
			}
			5 = {
				set_name = DYNAMIC_NAME_5
				adjective = DYNAMIC_NAME_5_ADJ
			}
			10 = {
				set_name = DYNAMIC_NAME_6
				adjective = DYNAMIC_NAME_6_ADJ
			}
			10 = {
				set_name = DYNAMIC_NAME_7
				adjective = DYNAMIC_NAME_7_ADJ
			}
			20 = {
				set_name = DYNAMIC_NAME_8
				adjective = DYNAMIC_NAME_8_ADJ
			}
			5 = {
				set_name = DYNAMIC_NAME_9
				adjective = DYNAMIC_NAME_9_ADJ
			}
			20 = {
				set_name = DYNAMIC_NAME_10
				adjective = DYNAMIC_NAME_10_ADJ
			}
			5 = {
				set_name = DYNAMIC_NAME_11
				adjective = DYNAMIC_NAME_11_ADJ
			}
			5 = {
				set_name = DYNAMIC_NAME_12
				adjective = DYNAMIC_NAME_12_ADJ
			}
			5 = {
				set_name = DYNAMIC_NAME_13
				adjective = DYNAMIC_NAME_13_ADJ
			}
			5 = {
				set_name = DYNAMIC_NAME_14
				adjective = DYNAMIC_NAME_14_ADJ
			}
			5 = {
				set_name = DYNAMIC_NAME_15
				adjective = DYNAMIC_NAME_15_ADJ
			}
			10 = {
				set_name = DYNAMIC_NAME_16
				adjective = DYNAMIC_NAME_16_ADJ
			}
			10 = {
				set_name = DYNAMIC_NAME_17
				adjective = DYNAMIC_NAME_17_ADJ
			}
			5 = {
				set_name = DYNAMIC_NAME_18
				adjective = DYNAMIC_NAME_18_ADJ
			}
			5 = {
				set_name = DYNAMIC_NAME_19
				adjective = DYNAMIC_NAME_19_ADJ
			}
			5 = {
				set_name = DYNAMIC_NAME_20
				adjective = DYNAMIC_NAME_20_ADJ
			}
			5 = {
				set_name = DYNAMIC_NAME_21
				adjective = DYNAMIC_NAME_21_ADJ
			}
			5 = {
				set_name = DYNAMIC_NAME_22
				adjective = DYNAMIC_NAME_22_ADJ
			}
			3 = {
				set_name = DYNAMIC_NAME_23
				adjective = DYNAMIC_NAME_23_ADJ
			}
		}
	}
}

bloodlines_effect = {
	spawn_one_bloodline_effect = yes
	spawn_one_bloodline_effect = yes
	spawn_one_bloodline_effect = yes
	spawn_one_bloodline_effect = yes
	spawn_one_bloodline_effect = yes
	spawn_one_bloodline_effect = yes
	spawn_one_bloodline_effect = yes
	random = {
		chance = 60
		spawn_one_bloodline_effect = yes
	}
	random = {
		chance = 60
		spawn_one_bloodline_effect = yes
	}
	random = {
		chance = 60
		spawn_one_bloodline_effect = yes
	}
	random = {
		chance = 30
		spawn_one_bloodline_effect = yes
	}
	random = {
		chance = 30
		spawn_one_bloodline_effect = yes
	}
	random = {
		chance = 30
		spawn_one_bloodline_effect = yes
	}
	random = {
		chance = 5
		spawn_one_bloodline_effect = yes
	}
	random = {
		chance = 5
		spawn_one_bloodline_effect = yes
	}
	random = {
		chance = 5
		spawn_one_bloodline_effect = yes
	}
	random = {
		chance = 5
		spawn_one_bloodline_effect = yes
	}
}

spawn_one_bloodline_effect = {
	random_character = {
		limit = {
			independent = yes
			is_landed = yes
			higher_tier_than = duke
			NOR = {
				any_owned_bloodline = {
					founder = {
						character = ROOT
					}
				}
				primary_title = {
					has_title_flag = alternate_hre
				}
				primary_title = {
					has_title_flag = alternate_byz
				}
				has_character_flag = random_world_bloodline
				any_independent_ruler = {
					has_character_flag = random_world_bloodline
					NOT = {
						distance_from_realm = { who = PREV value = 300 }
					}
				}
			}
		}
		preferred_limit = {
			is_adult = yes
			NOT = {
				age = 40
			}
		}
		preferred_limit = {
			is_adult = yes
			NOT = {
				age = 60
			}
		}
		preferred_limit = {
			is_adult = yes
		}
		
		save_event_target_as = random_world_bloodline_character
		
		if = {
			limit = {
				is_female = yes
				is_adult = yes
			}
			random_list = {
				20 = {
					create_bloodline = {
						type = random_world_bloodline_female_1 
					}
					new_bloodline = {
						set_description = "bloodline_description_random_world_1"
					}
					set_character_flag = random_world_bloodline
					
				}
				20 = {
					create_bloodline = {
						type = random_world_bloodline_female_2
					}
					new_bloodline = {
						set_description = "bloodline_description_random_world_2"
					}
					set_character_flag = random_world_bloodline
					
				}
				5 = {
					create_bloodline = {
						type = random_world_bloodline_female_3
					}
					new_bloodline = {
						set_description = "bloodline_description_random_world_3"
					}
					set_character_flag = random_world_bloodline
					remove_trait = chaste
					remove_trait = ugly
					add_trait = seductress
					add_trait = lustful
					add_trait = fair
					give_nickname = nick_the_fair
				}
				
			}
		}
		else_if = {
			limit = {
				is_female = no
				is_adult = yes
			}
			random_list = {
				20 = {
					create_bloodline = {
						type = random_world_bloodline_male_1 
					}
					new_bloodline = {
						set_description = "bloodline_description_random_world_1"
					}
					set_character_flag = random_world_bloodline
				}
				20 = {
					create_bloodline = {
						type = random_world_bloodline_male_2
					}
					new_bloodline = {
						set_description = "bloodline_description_random_world_2"
					}
					set_character_flag = random_world_bloodline
				}
				
				5 = {
					create_bloodline = {
						type = random_world_bloodline_male_3
					}
					new_bloodline = {
						set_description = "bloodline_description_random_world_3"
					}
					set_character_flag = random_world_bloodline
					remove_trait = chaste
					remove_trait = ugly
					add_trait = seducer
					add_trait = lustful
					add_trait = fair
					give_nickname = nick_the_fair
				}
				
			}
		}
		else_if = {
			limit = {
				is_female = yes
				is_adult = no
			}
			random_list = {
				20 = {
					create_bloodline = {
						type = random_world_bloodline_female_1 
					}
					new_bloodline = {
						set_description = "bloodline_description_random_world_1"
					}
					set_character_flag = random_world_bloodline
				}
				20 = {
					create_bloodline = {
						type = random_world_bloodline_female_2
					}
					new_bloodline = {
						set_description = "bloodline_description_random_world_2"
					}
					set_character_flag = random_world_bloodline
				}
			}
		}
		else_if = {
			limit = {
				is_female = no
				is_adult = no
			}
			random_list = {
				20 = {
					create_bloodline = {
						type = random_world_bloodline_male_1 
					}
					new_bloodline = {
						set_description = "bloodline_description_random_world_1"
					}
					set_character_flag = random_world_bloodline
				}
				20 = {
					create_bloodline = {
						type = random_world_bloodline_male_2
					}
					new_bloodline = {
						set_description = "bloodline_description_random_world_2"
					}
					set_character_flag = random_world_bloodline
				}
			}
		}
		
		health = 2
		fertility = 0.5
		remove_trait = weak
		remove_trait = slow
		remove_trait = imbecile
		remove_trait = dull
		remove_trait = content
		remove_trait = shy
		remove_trait = slothful
		remove_trait = craven
		
		if = {
			limit = {
				graphical_culture = horsegfx
			}
			random = {
				chance = 10
				add_artifact = crown_unicorn_helmet
			}
		}
		
		if = {
			limit = {
				NOT = {
					has_nickname = yes
				}
			}
			random_list = {
				10 = {
					give_nickname = nick_the_brave
					add_trait = brave
				}
				10 = {
					give_nickname = nick_the_glorious
				}
				10 = {
					give_nickname = nick_the_fearless
					add_trait = brave
				}
				10 = {
					give_nickname = nick_the_noble
				}
				10 = {
					give_nickname = nick_the_strong
					add_trait = strong
				}
				10 = {
					give_nickname = nick_the_wise
					add_trait = genius
				}
				10 = {
					give_nickname = nick_the_giant
					add_trait = strong
					add_trait = giant
					remove_trait = dwarf
				}
				10 = {
					give_nickname = nick_the_cyclops
					add_trait = strong
					add_trait = one_eyed
					add_trait = giant
					remove_trait = dwarf
				}
				10 = {
					give_nickname = nick_the_roaring_flame
					add_trait = strong
					set_character_flag = taught_chinese_strategy
					add_trait = master_of_flame
				}
				10 = {
					save_event_target_as = nick_target_the_shield_of_capital
					give_nickname = nick_the_shield_of_capital
					add_trait = strong
					add_trait = robust
				}
				10 = {
					give_nickname = nick_the_goliath
					add_trait = strong
					add_trait = giant
				}
				
				20 = {
					give_nickname = nick_the_mythological_creature
					add_trait = strong
				}
				
				10 = {
				give_nickname = nick_the_lawgiver
				}
				10 = {
					give_nickname = nick_the_hammer
					add_trait = strong
				}
				10 = {
					give_nickname = nick_the_conqueror
					add_trait = strong
				}
				10 = {
					give_nickname = nick_the_avenger
				}
				10 = {
					give_nickname = nick_the_fearless
					add_trait = strong
				}
				10 = {
					give_nickname = nick_the_glorious
					add_trait = strong
				}
				10 = {
					give_nickname = nick_the_stranger
				}
				10 = {
					give_nickname = nick_the_legendary
					add_trait = strong
				}
				10 = {
					give_nickname = nick_the_destroyer
					add_trait = strong
				}
				10 = {
					give_nickname = nick_the_world_burner
				}
				10 = {
					give_nickname = nick_the_bear
				}
				10 = {
					give_nickname = nick_the_boar
				}
				10 = {
					give_nickname = nick_the_ironside
				}
				10 = {
					give_nickname = nick_the_lion
				}
				10 = {
					give_nickname = nick_the_lionheart
					add_trait = strong
				}
				10 = {
					give_nickname = nick_the_magnificent
				}
				10 = {
					give_nickname = nick_the_dragon
					add_trait = strong
				}
				10 = {
					give_nickname = nick_the_great
					add_trait = strong
				}
				10 = {
					give_nickname = nick_the_wolf
					add_trait = strong
				}
				
				1 = {
					give_nickname = nick_tiny
					remove_trait = slothful
					add_trait = genius
					add_trait = diligent
					set_name = "Magne"
				}
			}
		}
	}
}

random_world_artifacts_effect = {
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
	spawn_one_artifact_effect = yes
}

spawn_one_artifact_effect = {

	random_character = {
		limit = {
			independent = yes
			is_landed = yes
			is_adult = yes
			higher_tier_than = count
			NOR = {
					
				has_character_flag = random_world_artifact
				any_independent_ruler = {
					has_character_flag = random_world_artifact
					NOT = {
						distance_from_realm = { who = PREV value = 200 }
					}
				}
			}
		}
			
		save_event_target_as = random_world_artifact_holder
		random_list = {
			20 = {
				set_character_flag = random_world_artifact
				add_artifact = random_world_sword
				new_artifact = {
					random_list = {
						10 = {
							set_name="random_world_sword_1"
							set_description = "random_world_sword_desc_1"
						}
						10 = {
							set_name="random_world_sword_2"
							set_description = "random_world_sword_desc_2"
						}
						10 = {
							set_name="random_world_sword_3"
							set_description = "random_world_sword_desc_3"
						}
						10 = {
							set_name="random_world_sword_4"
							set_description = "random_world_sword_desc_4"
						}
						10 = {
							set_name="random_world_sword_5"
							set_description = "random_world_sword_desc_5"
						}
						10 = {
							set_name="random_world_sword_6"
							set_description = "random_world_sword_desc_6"
						}
					}
					random_list = {
						10 = {
							set_picture = "GFX_sword_golden"
						}
						10 = {
							set_picture = "GFX_sword_of_heroes"
						}
						10 = {
							set_picture = "GFX_sword_engraved"
						}
						10 = {
							set_picture = "GFX_sword_T3_glow_green"
						}
						10 = {
							set_picture = "GFX_sword_T3_glow_purple"
						}
						10 = {
							set_picture = "GFX_sword_T3_glow_red"
						}
					}
				}
			}
		
		
			20 = {
				set_character_flag = random_world_artifact
				add_artifact = random_world_armor
				new_artifact ={
					random_list = {
							10 = {
								set_name="random_world_armor_1"
								set_description = "random_world_armor_desc_1"
							}
							10 = {
								set_name="random_world_armor_2"
								set_description = "random_world_armor_desc_2"
							}
							10 = {
								set_name="random_world_armor_3"
								set_description = "random_world_armor_desc_3"
							}
							10 = {
								set_name="random_world_armor_4"
								set_description = "random_world_armor_desc_4"
							}
							10 = {
								set_name="random_world_armor_5"
								set_description = "random_world_armor_desc_5"
							}
					}
					random_list = {
						10 = {
							set_picture = "GFX_guardian_armor"
						}
						10 = {
							set_picture = "GFX_champion_armor"
						}
						10 = {
							set_picture = "GFX_warden_armor"
						}
					}
				}
			}
			
			10 = {
				set_character_flag = random_world_artifact
				add_artifact = random_world_mythological_heart_1
				new_artifact ={
					random_list = {
							10 = {
								set_name="random_world_mythological_heart_1"
								set_description = "random_world_mythological_heart_1_desc"
							}
							
					}
				}
			}
			
			10 = {
				set_character_flag = random_world_artifact
				add_artifact = random_world_mythological_blood
				new_artifact ={
					random_list = {
							10 = {
								set_name="random_world_mythological_blood_1"
								set_description = "random_world_mythological_blood_desc_1"
							}
							
					}
				}
			}
			
			10 = {
				set_character_flag = random_world_artifact
				add_artifact = random_world_mythological_eye
				new_artifact ={
					random_list = {
							10 = {
								set_name="random_world_mythological_eye_1"
								set_description = "random_world_mythological_eye_desc_1"
							}
							
					}
				}
			}
			
			
			1 = {
				set_character_flag = random_world_artifact
				add_artifact = random_world_book_of_dev 
				new_artifact ={
					random_list = {
							10 = {
								set_name="random_world_book_of_dev_1"
								set_description = "random_world_book_of_dev_desc"
							}
							10 = {
								set_name="random_world_book_of_dev_2"
								set_description = "random_world_book_of_dev_desc"
							}
							10 = {
								set_name="random_world_book_of_dev_3"
								set_description = "random_world_book_of_dev_desc"
							}
							10 = {
								set_name="random_world_book_of_dev_4"
								set_description = "random_world_book_of_dev_desc"
							}
							10 = {
								set_name="random_world_book_of_dev_5"
								set_description = "random_world_book_of_dev_desc"
							}
							10 = {
								set_name="random_world_book_of_dev_6"
								set_description = "random_world_book_of_dev_desc"
							}
							10 = {
								set_name="random_world_book_of_dev_7"
								set_description = "random_world_book_of_dev_desc"
							}
							10 = {
								set_name="random_world_book_of_dev_8"
								set_description = "random_world_book_of_dev_desc"
							}
							10 = {
								set_name="random_world_book_of_dev_9"
								set_description = "random_world_book_of_dev_desc"
							}
							10 = {
								set_name="random_world_book_of_dev_10"
								set_description = "random_world_book_of_dev_desc"
							}
							10 = {
								set_name="random_world_book_of_dev_11"
								set_description = "random_world_book_of_dev_desc"
							}
							10 = {
								set_name="random_world_book_of_dev_12"
								set_description = "random_world_book_of_dev_desc"
							}
							10 = {
								set_name="random_world_book_of_dev_13"
								set_description = "random_world_book_of_dev_desc"
							}
							10 = {
								set_name="random_world_book_of_dev_14"
								set_description = "random_world_book_of_dev_desc"
							}
					}
				}
			}
		}
	}
}

# Referenced by Alternate Start religion name generation
randomize_religion_names_effect = {
	# Activate all religious heads
	activate_title = { title = k_eternal_fire status = yes }
	create_character = {
		random_traits = yes
		religion = eternal_fire
		culture = random
		dynasty = NONE
		female = no
		age = 34
		trait = skilled_tactician
	}
	new_character = {
		k_eternal_fire = {
			grant_title = PREV
		}
		set_government_type = theocracy_government
	}
	
	# Set appropriate names for all rel head titles
	if = {
		limit = {
			eternal_fire = {
				is_name_randomized = yes
			}
		}
		k_eternal_fire = {
			set_name="ALT_ETERNAL_FIRE"
			adjective="ALT_ETERNAL_FIRE_ADJ"
		}
	}
}

set_random_coa_effect = {
	random_independent_ruler = {
		limit = {
			any_realm_title = {
				tier = COUNT # Ensures we dont hit mercs/rel heads/holy orders with only one title and such
				NOT = {
					has_title_flag = used_for_coa
				}
			}
		}
		random_realm_title = {
			limit = {
				OR = {
					tier = COUNT
					tier = DUKE
				}
				NOT = {
					has_title_flag = used_for_coa
				}
			}
			save_event_target_as = coa_target
			set_title_flag = used_for_coa
		}
	}
	set_coa = event_target:coa_target
}
