decisions = { 

	mind_traits_enable = {
		
		ai = no
		potential = {
			has_character_flag = mind_control_enabled
			NOT = {has_character_flag = mind_traits_enable}
		}
		allow = {
			always = yes
		}
		effect = {
			 set_character_flag = mind_traits_enable
		}
		
	}

	mind_traits_disable = {
		
		ai = no
		potential = {
			has_character_flag = mind_control_enabled
			has_character_flag = mind_traits_enable
		}
		allow = {
			always = yes
		}
		effect = {
			 clr_character_flag = mind_traits_enable
		}
		
	}

    ################
    ##CHEAT TRAITS##
	################
	show_cheat_traits_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            NOT = { has_character_flag = show_cheat_traits_mind }
		}

		allow = {
			always = yes
		}

		effect = {
            set_character_flag = show_cheat_traits_mind
		}

		
	}

	hide_cheat_traits_mind = {


		ai = no
		potential = {
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_cheat_traits_mind
		}

		allow = {
			always = yes
		}

		effect = {
            clr_character_flag = show_cheat_traits_mind
		}

		
	}

	add_beloved_mind = {

		ai = no
		potential = {
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_cheat_traits_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
					NOT = { trait = beloved }
				}
			}
		}

		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
					}
					add_trait = beloved
				}
			}

		
	}

	remove_beloved_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_cheat_traits_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
					trait = beloved
				}
			}	
		}
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = beloved
			}
		}

		
	}

	add_landlord_mind = {

		ai = no
		potential = {
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_cheat_traits_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = landlord }
				}
			}
		}
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = landlord
			}
		}

		
	}

	remove_landlord_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_cheat_traits_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
					trait = landlord
				}
			}
		}
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = landlord
			}
		}

		
	}

	add_mastermind_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_cheat_traits_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = mastermind }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = mastermind
			}
		}

		
	}

	remove_mastermind_mind = {

		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_cheat_traits_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = mastermind
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = mastermind
			}
		}

		
	}

	add_builder_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_cheat_traits_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = builder }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = builder
			}
		}

		
	}

	remove_builder_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_cheat_traits_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = builder
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = builder
			}
		}

		
	}

	add_conspirator_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_cheat_traits_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = conspirator }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = conspirator
			}
		}

		
	}

	remove_conspirator_mind = {


		ai = no
		potential = {
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_cheat_traits_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = conspirator
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = conspirator
			}
		}

		
	}


    ###########
    ##VIRTUES##
	###########
	show_virtues_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            NOT = { has_character_flag = show_virtues_mind }
		}

		allow = {
			always = yes
		}

		effect = {
            set_character_flag = show_virtues_mind
		}

		
	}

	hide_virtues_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_virtues_mind
		}

		allow = {
			always = yes
		}

		effect = {
            clr_character_flag = show_virtues_mind
		}

		
	}

	remove_chaste_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_virtues_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
					trait = chaste
				}
			}
		}

		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = chaste
			}
		}

		
	}

	add_chaste_mind = {


		ai = no
		potential = {
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_virtues_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
					NOT = { trait = chaste }
				}
			}
		}
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = chaste
			}
		}	

		
	}

	remove_temperate_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_virtues_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
					trait = temperate
				}
			}

		}
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = temperate
			}
		}

		
	}

	add_temperate_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_virtues_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
					NOT = { trait = temperate }
				}
			}

		}
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = temperate
			}
		}

		
	}

	remove_kind_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_virtues_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
					trait = kind
				}
			}
		}
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = kind
			}
		}

		
	}

	add_kind_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_virtues_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = kind }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = kind
			}	
		}

		
	}

	remove_charitable_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_virtues_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = charitable
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = charitable
			}	
		}

		
	}

	add_charitable_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_virtues_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = charitable }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = charitable
			}
		}

		
	}

	remove_patient_mind = {

		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_virtues_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = patient
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = patient
			}
		}

		
	}

	add_patient_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_virtues_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled	
				NOT = { trait = patient }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = patient
				}
		}

		
	}

	remove_diligent_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_virtues_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = diligent
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = diligent
				}
		}

		
	}

	add_diligent_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_virtues_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled	
				NOT = { trait = diligent }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
		random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = diligent
				}
		}

		
	}

	remove_humble_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_virtues_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = humble
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = humble
				}
		}

		
	}

	add_humble_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_virtues_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = humble }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = humble
			}
		}

		
	}


    ########
    ##SINS##
	########
	show_sins_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            NOT = { has_character_flag = show_sins_mind }
		}

		allow = {
			always = yes
		}

		effect = {
            set_character_flag = show_sins_mind
		}

		
	}

	hide_sins_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_sins_mind
		}

		allow = {
			always = yes
		}

		effect = {
            clr_character_flag = show_sins_mind
		}

		
	}

	remove_lustful_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_sins_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
					trait = lustful
				}	
			}

		}
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = lustful
			}	
		}

		
	}

	add_lustful_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_sins_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
					NOT = { trait = lustful }
				}	
			}

		}
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = lustful
			}	
		}

		
	}

	remove_greedy_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_sins_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
					trait = greedy
				}	
			}

		}
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = greedy
			}	
		}

		
	}

	add_greedy_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_sins_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
					NOT = { trait = greedy }
				}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = greedy
			}
		}

		
	}

	remove_slothful_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_sins_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = slothful
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = slothful
			}	
		}

		
	}

	add_slothful_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_sins_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = slothful }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = slothful
			}
		}

		
	}

	remove_gluttonous_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_sins_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = gluttonous
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}	
				remove_trait = gluttonous
			}	
		}

		
	}

	add_gluttonous_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_sins_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = gluttonous }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = gluttonous
			}	
		}

		
	}

	remove_wroth_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_sins_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = wroth
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = wroth
			}	
		}

		
	}

	add_wroth_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_sins_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = wroth }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = wroth
			}	
		}

		
	}

	remove_proud_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_sins_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = proud
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = proud
			}
		}

		
	}

	add_proud_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_sins_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = proud }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = proud
			}
		}

		
	}

	remove_envious_mind = {

		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_sins_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = envious
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = envious
			}	
		}

		
	}

	add_envious_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_sins_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = envious }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = envious
			}	
		}

		
	}

    ###############
    ##PERSONALITY##
	###############
	show_personality_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            NOT = { has_character_flag = show_personality_mind }
		}

		allow = {
			always = yes
		}

		effect = {
            set_character_flag = show_personality_mind
		}

		
	}

	hide_personality_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_personality_mind
		}

		allow = {
			always = yes
		}

		effect = {
            clr_character_flag = show_personality_mind
		}

		
	}

	remove_craven_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_personality_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = craven
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = craven
			}	
		}

		
	}

	add_craven_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_personality_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = craven }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = craven
			}	
		}	

		
	}

	remove_brave_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_personality_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = brave
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = brave
			}	
		}

		
	}

	add_brave_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_personality_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = brave }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}	
				add_trait = brave
			}
		}	

		
	}

	remove_gregarious_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_personality_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = gregarious
			}			
		}

		}
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}	
				remove_trait = gregarious
			}	
		}

		
	}

	add_gregarious_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_personality_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = gregarious }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = gregarious
			}	
		}

		
	}

	remove_shy_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_personality_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = shy
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}	
				remove_trait = shy
			}	
		}

		
	}

	add_shy_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_personality_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = shy }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}	
				add_trait = shy
			}	
		}

		
	}

	remove_honest_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_personality_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = honest
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = honest
			}	
		}

		
	}

	add_honest_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_personality_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = honest }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = honest
			}	
		}

		
	}

	remove_deceitful_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_personality_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = deceitful
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = deceitful
			}	
		}

		
	}

	add_deceitful_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_personality_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = deceitful }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = deceitful
			}	
		}

		
	}

	remove_arbitrary_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_personality_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = arbitrary
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = arbitrary
			}	
		}

		
	}

	add_arbitrary_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_personality_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = arbitrary }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = arbitrary
			}	
		}

		
	}

	remove_just_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_personality_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = just
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = just
			}	
		}

		
	}

	add_just_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_personality_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = just }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = just
			}	
		}

		
	}

	remove_ambitious_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_personality_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled	
				trait = ambitious
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = ambitious
			}	
		}

		
	}

	add_ambitious_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_personality_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled	
				NOT = { trait = ambitious }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}	
				add_trait = ambitious
			}	
		}

		
	}

	remove_content_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_personality_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = content
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = content
			}	
		}

		
	}

	add_content_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_personality_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = content }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}	
				add_trait = content
			}	
		}

		
	}

	remove_zealous_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_personality_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled	
				trait = zealous
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = zealous
			}	
		}

		
	}

	add_zealous_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_personality_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = zealous }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = zealous
			}	
		}

		
	}

	remove_cynical_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_personality_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = cynical
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = cynical
			}	
		}

		
	}

	add_cynical_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_personality_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled	
				NOT = { trait = cynical }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = cynical
			}	
		}

		
	}
	
	

	
	add_erudite_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_personality_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled 
				NOT = { trait = erudite }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = erudite
			}	
		}

		
	}

	remove_erudite_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_personality_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = erudite
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}	
				remove_trait = erudite
			}	
		}

		
	}

	remove_paranoid_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_personality_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = paranoid
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = paranoid
			}	
		}

		
	}

	add_paranoid_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_personality_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled	
				NOT = { trait = paranoid }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = paranoid
			}	
		}

		
	}

	remove_trusting_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_personality_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled	
				trait = trusting
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = trusting
			}	
		}

		
	}

	add_trusting_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_personality_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = trusting }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = trusting
			}	
		}

		
	}

	remove_cruel_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_personality_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = cruel
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = cruel
			}	
		}

		
	}

	add_cruel_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_personality_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = cruel }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = cruel
			}	
		}

		
	}

	add_stubborn_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_personality_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = stubborn }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = stubborn
			}	
		}

		
	}

	remove_stubborn_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_personality_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = stubborn
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}	
				remove_trait = stubborn
			}	
		}

		
	}
	

    #############
    ##EDUCATION##
	#############
	show_education_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            NOT = { has_character_flag = show_education_mind }

		}
		allow = {
			always = yes
		}

		effect = {
            set_character_flag = show_education_mind
		}


		
	}

	hide_education_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_education_mind
		}
		allow = {
			always = yes
		}

		effect = {
            clr_character_flag = show_education_mind
		}

		
	}

	set_martial_education_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_education_mind
           
		}

		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = brilliant_strategist
				}
            hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}
					remove_trait = amateurish_plotter 
					remove_trait = flamboyant_schemer 
					remove_trait = intricate_webweaver 
					remove_trait = elusive_shadow

					remove_trait = naive_appeaser 
					remove_trait = underhanded_rogue 
					remove_trait = charismatic_negotiator 
					remove_trait = grey_eminence

					remove_trait = indulgent_wastrel 
					remove_trait = thrifty_clerk 
					remove_trait = fortune_builder	
					remove_trait = midas_touched

					remove_trait = misguided_warrior 
					remove_trait = tough_soldier 
					remove_trait = skilled_tactician 
					#remove_trait = brilliant_strategist

					remove_trait = detached_priest
					remove_trait = martial_cleric
					remove_trait = scholarly_theologian 
					remove_trait = mastermind_theologian
				}
            }
		}

		
	}

	set_learning_education_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_education_mind
           
		}

		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = mastermind_theologian
			}
            hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}
					remove_trait = amateurish_plotter 
					remove_trait = flamboyant_schemer 
					remove_trait = intricate_webweaver 
					remove_trait = elusive_shadow

					remove_trait = naive_appeaser 
					remove_trait = underhanded_rogue 
					remove_trait = charismatic_negotiator 
					remove_trait = grey_eminence

					remove_trait = indulgent_wastrel 
					remove_trait = thrifty_clerk 
					remove_trait = fortune_builder	
					remove_trait = midas_touched

					remove_trait = misguided_warrior 
					remove_trait = tough_soldier 
					remove_trait = skilled_tactician 
					remove_trait = brilliant_strategist

					remove_trait = detached_priest
					remove_trait = martial_cleric
					remove_trait = scholarly_theologian 
					#remove_trait = mastermind_theologian
				}	
            }
		}

		
	}

	set_stewardship_education_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_education_mind
            
		}

		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}	
				add_trait = midas_touched
			}
			hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}
					remove_trait = amateurish_plotter 
					remove_trait = flamboyant_schemer 
					remove_trait = intricate_webweaver 
					remove_trait = elusive_shadow

					remove_trait = naive_appeaser 
					remove_trait = underhanded_rogue 
					remove_trait = charismatic_negotiator 
					remove_trait = grey_eminence

					remove_trait = indulgent_wastrel 
					remove_trait = thrifty_clerk 
					remove_trait = fortune_builder	
					#remove_trait = midas_touched

					remove_trait = misguided_warrior 
					remove_trait = tough_soldier 
					remove_trait = skilled_tactician 
					remove_trait = brilliant_strategist

					remove_trait = detached_priest
					remove_trait = martial_cleric
					remove_trait = scholarly_theologian 
					remove_trait = mastermind_theologian
				}	
            }
		}

		
	}

	set_intrigue_education_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_education_mind
           
		}

		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}	
				add_trait = elusive_shadow
			}
            hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}
					remove_trait = amateurish_plotter 
					remove_trait = flamboyant_schemer 
					remove_trait = intricate_webweaver 
					#remove_trait = elusive_shadow

					remove_trait = naive_appeaser 
					remove_trait = underhanded_rogue 
					remove_trait = charismatic_negotiator 
					remove_trait = grey_eminence

					remove_trait = indulgent_wastrel 
					remove_trait = thrifty_clerk 
					remove_trait = fortune_builder	
					remove_trait = midas_touched

					remove_trait = misguided_warrior 
					remove_trait = tough_soldier 
					remove_trait = skilled_tactician 
					remove_trait = brilliant_strategist

					remove_trait = detached_priest
					remove_trait = martial_cleric
					remove_trait = scholarly_theologian 
					remove_trait = mastermind_theologian
				}	
            }
		}

		
	}

	set_diplomacy_education_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_education_mind
   
		}

		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}	
				add_trait = grey_eminence
			}	
            hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}
					remove_trait = amateurish_plotter 
					remove_trait = flamboyant_schemer 
					remove_trait = intricate_webweaver 
					remove_trait = elusive_shadow

					remove_trait = naive_appeaser 
					remove_trait = underhanded_rogue 
					remove_trait = charismatic_negotiator 
					#remove_trait = grey_eminence

					remove_trait = indulgent_wastrel 
					remove_trait = thrifty_clerk 
					remove_trait = fortune_builder	
					remove_trait = midas_touched

					remove_trait = misguided_warrior 
					remove_trait = tough_soldier 
					remove_trait = skilled_tactician 
					remove_trait = brilliant_strategist

					remove_trait = detached_priest
					remove_trait = martial_cleric
					remove_trait = scholarly_theologian 
					remove_trait = mastermind_theologian
				}	
            }
		}

		
	}
	
	scmr_up_education_mind = {

		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_education_mind
		}

		allow = {
			always = yes
		}

		effect = {
            hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
						trait = intricate_webweaver
					}
					remove_trait = intricate_webweaver 
					add_trait = elusive_shadow
				}
				random_character = {
					limit = {
						trait = flamboyant_schemer
						has_character_flag = mind_controlled
					}
					remove_trait = flamboyant_schemer 
					add_trait = intricate_webweaver
				}
				random_character = {
					limit = {
						trait = amateurish_plotter
						has_character_flag = mind_controlled
					}
					remove_trait = amateurish_plotter 
					add_trait = flamboyant_schemer
				}
				random_character = {
					limit = {
						trait = charismatic_negotiator
						has_character_flag = mind_controlled
					}
					remove_trait = charismatic_negotiator 
					add_trait = grey_eminence
				}
				random_character = {
					limit = {
						trait = underhanded_rogue
						has_character_flag = mind_controlled
					}
					remove_trait = underhanded_rogue 
					add_trait = charismatic_negotiator
				}
				random_character = {
					limit = {
						trait = naive_appeaser 
						has_character_flag = mind_controlled
					}
					remove_trait = naive_appeaser  
					add_trait = underhanded_rogue
				}
	            random_character = {
					limit = {
						trait = fortune_builder
						has_character_flag = mind_controlled
					}
					remove_trait = fortune_builder 
					add_trait = midas_touched
				}
				random_character = {
					limit = {
						trait = thrifty_clerk
						has_character_flag = mind_controlled
					}
					remove_trait = thrifty_clerk 
					add_trait = fortune_builder
				}
				random_character = {
					limit = {
						trait = indulgent_wastrel 
						has_character_flag = mind_controlled
					}
					remove_trait = indulgent_wastrel  
					add_trait = thrifty_clerk
				}
				random_character = {
					limit = {
						trait = skilled_tactician
						has_character_flag = mind_controlled
					}
					remove_trait = skilled_tactician 
					add_trait = brilliant_strategist
				}
				random_character = {
					limit = {
						trait = tough_soldier
						has_character_flag = mind_controlled
					}
					remove_trait = tough_soldier 
					add_trait = skilled_tactician
				}
				random_character = {
					limit = {
						trait = misguided_warrior 
						has_character_flag = mind_controlled
					}
					remove_trait = misguided_warrior  
					add_trait = tough_soldier
				}
	            random_character = {
					limit = {
						trait = scholarly_theologian
						has_character_flag = mind_controlled
					}
					remove_trait = scholarly_theologian 
					add_trait = mastermind_theologian
				}
				random_character = {
					limit = {
						trait = martial_cleric
						has_character_flag = mind_controlled
					}
					remove_trait = martial_cleric 
					add_trait = scholarly_theologian
				}
				random_character = {
					limit = {
						trait = detached_priest 
						has_character_flag = mind_controlled
					}
					remove_trait = detached_priest  
					add_trait = martial_cleric
				}
            }
		}

		
	}
	
	scmr_down_education_mind = {

		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_education_mind
		}

		allow = {
			always = yes
		}

		effect = {
            hidden_tooltip = {
				random_character = {
					limit = {
						trait = flamboyant_schemer
						has_character_flag = mind_controlled
					}
					remove_trait = flamboyant_schemer 
					add_trait = amateurish_plotter 
				}
				random_character = {
					limit = {
						trait = intricate_webweaver
						has_character_flag = mind_controlled
					}
					remove_trait = intricate_webweaver 
					add_trait = flamboyant_schemer
				}
				random_character = {
					limit = {
						trait = elusive_shadow
						has_character_flag = mind_controlled
					}
					remove_trait = elusive_shadow 
					add_trait = intricate_webweaver
				}
				
				random_character = {
					limit = {
						trait = underhanded_rogue
						has_character_flag = mind_controlled
					}
					remove_trait = underhanded_rogue 
					add_trait = naive_appeaser 
				}
				random_character = {
					limit = {
						trait = charismatic_negotiator
						has_character_flag = mind_controlled
					}
					remove_trait = charismatic_negotiator 
					add_trait = underhanded_rogue
				}
				random_character = {
					limit = {
						trait = grey_eminence
						has_character_flag = mind_controlled
					}
					remove_trait = grey_eminence 
					add_trait = charismatic_negotiator
				}

	            random_character = {
					limit = {
						trait = thrifty_clerk
						has_character_flag = mind_controlled
					}
					remove_trait = thrifty_clerk 
					add_trait = indulgent_wastrel 
				}
				random_character = {
					limit = {
						trait = fortune_builder
						has_character_flag = mind_controlled
					}
					remove_trait = fortune_builder 
					add_trait = thrifty_clerk
				}
				random_character = {
					limit = {
						trait = midas_touched
						has_character_flag = mind_controlled
					}
					remove_trait = midas_touched 
					add_trait = fortune_builder
				}

	            random_character = {
					limit = {
						trait = tough_soldier
						has_character_flag = mind_controlled
					}
					remove_trait = tough_soldier 
					add_trait = misguided_warrior 
				}
				random_character = {
					limit = {
						trait = skilled_tactician
						has_character_flag = mind_controlled
					}
					remove_trait = skilled_tactician
					add_trait = tough_soldier
				}
				random_character = {
					limit = {
						trait = brilliant_strategist
						has_character_flag = mind_controlled
					}
					remove_trait = brilliant_strategist 
					add_trait = skilled_tactician
				}

	            random_character = {
					limit = {
						trait = martial_cleric
						has_character_flag = mind_controlled
					}
					remove_trait = martial_cleric 
					add_trait = detached_priest 
				}
				random_character = {
					limit = {
						trait = scholarly_theologian
						has_character_flag = mind_controlled
					}
					remove_trait = scholarly_theologian
					add_trait = martial_cleric
				}
				random_character = {
					limit = {
						trait = mastermind_theologian
						has_character_flag = mind_controlled
					}
					remove_trait = mastermind_theologian 
					add_trait = scholarly_theologian
				}
            }
		}

		
	}

    #######################
    ##HEALTH & CONGENITAL##
	#######################
	show_health_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            NOT = { has_character_flag = show_health_mind }

		}
		allow = {
			always = yes
		}

		effect = {
            set_character_flag = show_health_mind
		}


		
	}

	hide_health_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_health_mind

		}
		allow = {
			always = yes
		}

		effect = {
            clr_character_flag = show_health_mind
		}

		
	}
	
	remove_diseases_mind = {

		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_health_mind
	    }

		allow = {
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled	
					OR = {
						has_disease_trigger = yes
						has_minor_disease_trigger = yes
					}
				}
			}
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}	
				cure_illness = yes	
				remove_disease_flags_effect = yes   
				remove_disease_trait_effect = yes
			}
		}

		
	}

	remove_symptoms_mind = {

		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_health_mind
	    }

		allow = {
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled	
					has_symptom_trigger = yes
				}
			}
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_symptoms_effect = yes
			}	
		}

		
	}
	
	remove_others_mind = {

		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_health_mind
	    }

		allow = {
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
					OR = {
						has_injury_trigger = yes
						is_maimed_trigger = yes
						has_disability_trigger = yes
						is_infertile_trigger = yes
						physician_bad_trigger = yes
					}
				}
			}
		}	

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}	
				scmr_severely_injured = yes	
				scmr_remove_negative = yes
			}
		}

		
	}
		

	remove_genius_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_health_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled	
				trait = genius
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}	
				remove_trait = genius
			}
		}

		
	}

	add_genius_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_health_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled	
				NOT = { trait = genius }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}	
				add_trait = genius
			}
            hidden_tooltip = { 
				random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = quick
				}
			}
		}

		
	}

	remove_quick_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_health_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled 
				trait = quick
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}	
				remove_trait = quick
			}
		}

		
	}

	add_quick_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_health_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled	
				NOT = { trait = quick }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}	
				add_trait = quick
			}
            hidden_tooltip = { 
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}
				remove_trait = genius
				}
			}
		}

		
	}

	remove_strong_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_health_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = strong
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}	
				remove_trait = strong
			}
		}

		
	}

	add_strong_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_health_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled	
				NOT = { trait = strong }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}	
				add_trait = strong
			}
		}

		
	}

	remove_fair_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_health_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled	
				trait = fair
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}	
				remove_trait = fair
			}
		}

		
	}

	add_fair_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_health_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled	
				NOT = { trait = fair }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}	
				add_trait = fair
			}
            hidden_tooltip = { 
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}
					remove_trait = quick
				}
			}	
		}

		
	}
	
	

	

	add_robust_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_health_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = robust }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}	
				add_trait = robust
			}	
		}

		
	}

	remove_robust_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_health_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled	
				trait = robust
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = robust
			}	
		}

		
	}
	
	add_sturdy_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_health_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = sturdy }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}	
				add_trait = sturdy
			}	
		}

		
	}

	remove_sturdy_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_health_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled	
				trait = sturdy
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = sturdy
			}	
		}

		
	}
	
	add_feeble_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_health_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = feeble }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}	
				add_trait = feeble
			}	
		}

		
	}

	remove_feeble_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_health_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled	
				trait = feeble
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = feeble
			}	
		}

		
	}
	

	add_shrewd_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_health_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = shrewd }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = shrewd
			}	
		}

		
	}

	remove_shrewd_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_health_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = shrewd
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}	
				remove_trait = shrewd
			}	
		}

		
	}
	
	
	add_dull_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_health_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = dull }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = dull
			}	
		}

		
	}

	remove_dull_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_health_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = dull
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}	
				remove_trait = dull
			}	
		}

		
	}
	
	add_groomed_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_health_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = groomed }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = groomed
			}	
		}

		
	}

	remove_groomed_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_health_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = groomed
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}	
				remove_trait = groomed
			}	
		}

		
	}
	
	
	
	
	add_uncouth_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_health_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = uncouth }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = uncouth
			}	
		}

		
	}

	remove_uncouth_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_health_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = uncouth
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}	
				remove_trait = uncouth
			}	
		}

		
	}
	
	add_is_fat_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_health_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = is_fat }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = is_fat
			}	
		}

		
	}

	remove_is_fat_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_health_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = is_fat
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}	
				remove_trait = is_fat
			}	
		}

		
	}
	
	add_is_malnourished_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_health_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = is_malnourished }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = is_malnourished
			}	
		}

		
	}

	remove_is_malnourished_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_health_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = is_malnourished
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}	
				remove_trait = is_malnourished
			}	
		}

		
	}


	##############
    ##LEADERSHIP##
	##############
	show_leadership_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            NOT = { has_character_flag = show_leadership_mind }
		}

		allow = {
			always = yes
		}

		effect = {
            set_character_flag = show_leadership_mind
		}


		
	}

	hide_leadership_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
		}
		allow = {
			always = yes
		}

		effect = {
            clr_character_flag = show_leadership_mind
		}

		
	}

	remove_light_foot_leader_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = light_foot_leader
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}	
				remove_trait = light_foot_leader
			}
		}

		
	}

	add_light_foot_leader_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = light_foot_leader }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}	
				add_trait = light_foot_leader
			}	
		}

		
	}

	remove_heavy_infantry_leader_mind = {

		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = heavy_infantry_leader
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}	
				remove_trait = heavy_infantry_leader
			}
		}

		
	}

	add_heavy_infantry_leader_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = heavy_infantry_leader }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = heavy_infantry_leader
			}
		}

		
	}

	remove_cavalry_leader_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = cavalry_leader
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = cavalry_leader
			}
		}

		
	}

	add_cavalry_leader_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = cavalry_leader }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = cavalry_leader
			}
		}

		
	}

	remove_inspiring_leader_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = inspiring_leader
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = inspiring_leader
			}
		}

		
	}

	add_inspiring_leader_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled	
				NOT = { trait = inspiring_leader }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = inspiring_leader
			}
		}

		
	}

	remove_trickster_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = trickster
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = trickster
			}
		}

		
	}

	add_trickster_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = trickster }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = trickster
			}
		}

		
	}

	remove_organizer_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = organizer
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				} 
				remove_trait = organizer
			}
		}

		
	}

	add_organizer_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = organizer }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = organizer
			}
		}

		
	}

	remove_defensive_leader_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = defensive_leader
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = defensive_leader
			}
		}

		
	}

	add_defensive_leader_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = defensive_leader }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}	
				add_trait = defensive_leader
			}
		}

		
	}

	remove_aggressive_leader_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = aggressive_leader
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = aggressive_leader
			}
		}

		
	}

	add_aggressive_leader_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = aggressive_leader }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = aggressive_leader
			}
		}

		
	}

	remove_flanker_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = flanker
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = flanker
			}
		}

		
	}

	add_flanker_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = flanker }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = flanker
			}
		}

		
	}

	remove_experimenter_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = experimenter
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = experimenter
			}
		}

		
	}

	add_experimenter_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = experimenter }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = experimenter
			}
		}

		
	}

		remove_siege_leader_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = siege_leader
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = siege_leader
			}
		}

		
	}

	add_siege_leader_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = siege_leader }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = siege_leader
			}
		}

		
	}

	remove_flat_terrain_leader_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = flat_terrain_leader
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = flat_terrain_leader
			}
		}

		
	}

	add_flat_terrain_leader_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = flat_terrain_leader }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = flat_terrain_leader
			}
		}

		
	}

	remove_rough_terrain_leader_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = rough_terrain_leader
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = rough_terrain_leader
			}
		}

		
	}

	add_rough_terrain_leader_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = rough_terrain_leader }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = rough_terrain_leader
			}
		}

		
	}

	remove_desert_terrain_leader_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = desert_terrain_leader
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = desert_terrain_leader
			}
		}

		
	}

	add_desert_terrain_leader_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = desert_terrain_leader }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = desert_terrain_leader
			}
		}

		
	}

	remove_unyielding_leader_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = unyielding_leader
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = unyielding_leader
			}
		}

		
	}

	add_unyielding_leader_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = unyielding_leader }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = unyielding_leader
			}
		}

		
	}
	
	
	
	add_master_of_flame_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = master_of_flame }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				set_character_flag = taught_chinese_strategy
				add_trait = master_of_flame
			}
		}

		
	}
	
	remove_master_of_flame_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = master_of_flame
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				clr_character_flag = taught_chinese_strategy
				remove_trait = master_of_flame
			}
		}

		
	}
	
	add_logistics_expert_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = logistics_expert }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				set_character_flag = taught_chinese_strategy
				add_trait = logistics_expert
			}
		}

		
	}
	
	remove_logistics_expert_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = logistics_expert
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				clr_character_flag = taught_chinese_strategy
				remove_trait = logistics_expert
			}
		}

		
	}
	
	add_levy_coordinator_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = levy_coordinator }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				set_character_flag = taught_chinese_strategy
				add_trait = levy_coordinator
			}
		}

		
	}
	
	remove_levy_coordinator_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = levy_coordinator
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				clr_character_flag = taught_chinese_strategy
				remove_trait = levy_coordinator
			}
		}

		
	}
	
	add_sapper_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = sapper }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				set_character_flag = taught_chinese_strategy
				add_trait = sapper
			}
		}

		
	}
	
	remove_sapper_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = sapper
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				clr_character_flag = taught_chinese_strategy
				remove_trait = sapper
			}
		}

		
	}
	

	remove_holy_warrior_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = holy_warrior
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = holy_warrior
			}
		}

		
	}

	add_holy_warrior_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = holy_warrior }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = holy_warrior
			}
		}

		
	}

	remove_narrow_flank_leader_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled	
				trait = narrow_flank_leader
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = narrow_flank_leader
			}
		}

		
	}

	add_narrow_flank_leader_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = narrow_flank_leader }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = narrow_flank_leader
			}
		}

		
	}

	remove_war_elephant_leader_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = war_elephant_leader
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = war_elephant_leader
			}
		}

		
	}

	add_war_elephant_leader_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = war_elephant_leader }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = war_elephant_leader
			}
		}

		
	}

	remove_jungle_terrain_leader_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = jungle_terrain_leader
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = jungle_terrain_leader
			}
		}

		
	}

	add_jungle_terrain_leader_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled	
				NOT = { trait = jungle_terrain_leader }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = jungle_terrain_leader
			}
		}

		
	}

	remove_winter_soldier_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled	
				trait = winter_soldier
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = winter_soldier
			}
		}

		
	}

	add_winter_soldier_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_leadership_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = winter_soldier }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = winter_soldier
			}
		}

		
	}

	##############
    ##LIFESTYLES##
	##############
	show_lifestyle_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            NOT = { has_character_flag = show_lifestyle_mind }
		}

		allow = {
			always = yes
		}

		effect = {
            set_character_flag = show_lifestyle_mind
		}


		
	}

	hide_lifestyle_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
		}

		allow = {
			always = yes
		}

		effect = {
            clr_character_flag = show_lifestyle_mind
		}

		
	}

    remove_mystic_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = mystic
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = mystic
			}
		}

		
	}

	add_mystic_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = mystic }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = mystic
			}
		}

		
	}

    remove_scholar_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = scholar
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = scholar
			}
		}

		
	}

	add_scholar_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = scholar }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = scholar
			}
		}

		
	}

    remove_theologian_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = theologian
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = theologian
			}
		}

		
	}

	add_theologian_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = theologian }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = theologian
			}
		}

		
	}
	
	add_poet_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = poet }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = poet
			}
		}

		
	}
	
	remove_poet_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = poet
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = poet
			}
		}

		
	}
	
	add_falconer_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = falconer }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = falconer
			}
		}

		
	}
	
	remove_falconer_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = falconer
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = falconer
			}
		}

		
	}
	
	add_celibate_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = celibate }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = celibate
			}
		}

		
	}
	
	remove_celibate_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = celibate
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = celibate
			}
		}

		
	}

    remove_schemer_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = schemer
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}            
				remove_trait = schemer
			}
		}

		
	}

	add_schemer_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = schemer }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = schemer
			}
		}

		
	}

    remove_impaler_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = impaler
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = impaler
			}
		}

		
	}

	add_impaler_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = impaler }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = impaler
			}
		}

		
	}
	
	


    remove_seducer_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = seducer
				is_female = no
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = seducer
			}
		}

		
	}

	add_seducer_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = seducer }
				is_female = no
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = seducer
			}
		}

		
	}

	remove_seductress_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				is_female = yes
				trait = seductress
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = seductress
			}
		}

		
	}

	add_seductress_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				is_female = yes
				NOT = { trait = seductress }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = seductress
			}
		}

		
	}

	remove_gardener_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = gardener
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = gardener
			}
		}

		
	}

	add_gardener_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = gardener }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = gardener
			}
		}

		
	}

	remove_architect_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = architect
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = architect
			}
		}

		
	}

	add_architect_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = architect }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = architect
			}
		}

		
	}

    remove_administrator_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = administrator
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = administrator
			}
		}

		
	}

	add_administrator_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = administrator }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = administrator
			}
		}

		
	}

    remove_hunter_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = hunter
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = hunter
			}
		}

		
	}

	add_hunter_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = hunter }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = hunter
			}
		}

		
	}

    remove_duelist_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = duelist
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = duelist
			}
		}

		
	}

	add_duelist_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = duelist }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = duelist
			}
		}

		
	}

    remove_strategist_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = strategist
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = strategist
			}
		}

		
	}

	add_strategist_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = strategist }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = strategist
			}
		}

		
	}

    remove_gamer_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = gamer
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = gamer
			}
		}

		
	}

	add_gamer_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = gamer }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = gamer
			}
		}

		
	}

    remove_hedonist_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = hedonist
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = hedonist
			}
		}

		
	}

	add_hedonist_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = hedonist }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = hedonist
			}
		}

		
	}

    remove_socializer_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = socializer
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = socializer
			}
		}

		
	}

	add_socializer_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_lifestyle_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = socializer }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = socializer
			}
		}

		
	}
	
	####################
	##religious Traits##
	####################
	
	show_religion_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            NOT = { has_character_flag = show_religion_mind }
		}

		allow = {
			always = yes
	    }

		effect = {
            set_character_flag = show_religion_mind
		}


		
	}

	hide_religion_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_religion_mind

		}
		allow = {
			always = yes
		}

		effect = {
            clr_character_flag = show_religion_mind
		}

		
	}
	
	add_crusader_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_religion_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				if = {
					limit = {
						NOT = { trait = crusader }
					}
					add_crusade_trait_effect = yes
				}
				else = {
					if = {
						limit = {
							is_female = yes
						}
						add_trait = crusader_queen
					}
					else = {
						add_trait = crusader_king
					}
				}
			}
		}

		
	}
	
	add_sayyid_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_religion_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = sayyid }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = sayyid
			}
		}

		
	}

	remove_sayyid_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_religion_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = sayyid
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = sayyid
			}
		}

		
	}
	
	add_mirza_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_religion_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = mirza }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = mirza
			}
		}

		
	}

	remove_mirza_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_religion_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = mirza
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = mirza
			}
		}

		
	}
	
	add_ashari_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_religion_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = ashari }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = ashari
			}
		}

		
	}

	remove_ashari_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_religion_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = ashari
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = ashari
			}
		}

		
	}
	
	add_mutazilite_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_religion_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = mutazilite }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = mutazilite
			}
		}

		
	}

	remove_mutazilite_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_religion_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = mutazilite
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = mutazilite
			}
		}

		
	}
	
	add_saoshyant_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_religion_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = saoshyant }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = saoshyant
			}
		}

		
	}

	remove_saoshyant_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_religion_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = saoshyant
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = saoshyant
			}
		}

		
	}
	
	add_saoshyant_descendant_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_religion_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = saoshyant_descendant }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = saoshyant_descendant
			}
		}

		
	}

	remove_saoshyant_descendant_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_religion_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = saoshyant_descendant
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = saoshyant_descendant
			}
		}

		
	}
	
	add_viking_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_religion_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = viking }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = viking
			}
		}

		
	}

	remove_viking_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_religion_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = viking
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = viking
			}
		}

		
	}
	
	
	add_ravager_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_religion_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = ravager }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = ravager
			}
		}

		
	}

	remove_ravager_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_religion_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = ravager
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = ravager
			}
		}

		
	}
	
	add_shieldmaiden_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_religion_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = shieldmaiden }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = shieldmaiden
			}
		}

		
	}

	remove_shieldmaiden_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_religion_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = shieldmaiden
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = shieldmaiden
			}
		}

		
	}
	
	add_seaking_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_religion_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
					NOT = { trait = seaking }
				}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = seaking
			}
		}

		
	}

	remove_seaking_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_religion_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = seaking
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = seaking
			}
		}

		
	}
	
	add_sea_queen_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_religion_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = sea_queen }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = sea_queen
			}
		}

		
	}

	remove_sea_queen_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_religion_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = sea_queen
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = sea_queen
			}
		}

		
	}

    ###############
    ##MISC TRAITS##
	###############
	show_misc_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            NOT = { has_character_flag = show_misc_mind }
		}

		allow = {
			always = yes
		}

		effect = {
            set_character_flag = show_misc_mind
		}


		
	}

	hide_misc_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_misc_mind
		}

		allow = {
			always = yes
		}

		effect = {
            clr_character_flag = show_misc_mind
		}

		
	}

	remove_scarred_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_misc_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = scarred
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = scarred
			}
		}

		
	}

	add_scarred_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_misc_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = scarred }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = scarred
			}
		}

		
	}


	add_one_eyed_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_misc_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = one_eyed }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = one_eyed
			}
		}

		
	}


	add_one_handed_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_misc_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = one_handed }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = one_handed
			}
		}

		
	}

	add_one_legged_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_misc_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = one_legged }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = one_legged
			}
		}

		
	}


	remove_lunatic_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_misc_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = lunatic
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = lunatic
			}
		}

		
	}

	add_lunatic_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_misc_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = lunatic }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = lunatic
			}
		}

		
	}

	remove_possessed_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_misc_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = possessed
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = possessed
			}
		}

		
	}

	add_possessed_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_misc_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = possessed }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = possessed
			}
		}

		
	}
	
	add_physician_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_misc_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = physician }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = physician
			}
		}

		
	}

	remove_physician_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_misc_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = physician
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = physician
			}
		}

		
	}

	add_blinded_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_misc_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = blinded }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = blinded
			}
		}

		
	}
	
	remove_blinded_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_misc_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = blinded
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = blinded
			}
		}

		
	}
	
	remove_homosexual_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_misc_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = homosexual
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = homosexual
			}
		}

		
	}

	add_homosexual_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_misc_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = homosexual }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = homosexual
			}
		}

		
	}

	
	remove_child_of_concubine_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_misc_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = child_of_consort
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = child_of_consort
			}
		}

		
	}
	
	
	remove_bastard_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_misc_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = bastard
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = bastard
			}
		}

		
	}
	
	remove_legit_bastard_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_misc_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = legit_bastard
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = legit_bastard
			}
		}

		
	}
	
	remove_kinslayer_mind = {


		ai = no
		potential = {
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_misc_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				OR = {
					trait = kinslayer
					trait = familial_kinslayer
					trait = dynastic_kinslayer
				}
			}
			
		}

		}
		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = kinslayer
				remove_trait = familial_kinslayer
				remove_trait = dynastic_kinslayer
			}
		}

		
	}
	
	remove_Ascetic_mind = {

		ai = no
		potential = {
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_misc_mind
		}

		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
					remove_trait = nun
					remove_trait = aryika
					remove_trait = bhikkhuni
					remove_trait = sanyasini
					remove_trait = monk
					remove_trait = muni
					remove_trait = bhikkhu
					remove_trait = sanyasi
				}
				
			}

		
	}
	
	add_born_in_the_purple_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_misc_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = born_in_the_purple }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = born_in_the_purple
			}
		}

		
	}
	
	remove_born_in_the_purple_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_misc_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = born_in_the_purple
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = born_in_the_purple
			}
		}

		
	}
	
	
	
	add_adventurer_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_misc_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = adventurer }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = adventurer
			}
		}

		
	}

	remove_adventurer_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_misc_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = adventurer
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = adventurer
			}
		}

		
	}
	
	add_augustus_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_misc_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = augustus }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = augustus
			}
		}

		
	}

	remove_augustus_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_misc_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = augustus
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = augustus
			}
		}

		
	}
	
	add_berserker_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_misc_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = berserker }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = berserker
			}
		}

		
	}

	remove_berserker_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_misc_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = berserker
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = berserker
			}
		}

		
	}
	
	add_lovers_pox_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_misc_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = lovers_pox }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = lovers_pox
			}
		}

		
	}

	remove_lovers_pox_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_misc_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = lovers_pox
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = lovers_pox
			}
		}

		
	}
	
	add_varangian_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_misc_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = varangian }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = varangian
			}
		}

		
	}

	remove_varangian_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_misc_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				trait = varangian
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = varangian
			}
		}

		
	}
	
	add_cannibal_trait_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_misc_mind
            hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
				NOT = { trait = cannibal_trait }
			}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				add_trait = cannibal_trait
			}
		}

		
	}

	remove_cannibal_trait_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = traits_enabled
            has_character_flag = show_misc_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled	
					trait = cannibal_trait
				}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
            random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				remove_trait = cannibal_trait
			}
		}

		
	}

    #################
    ##VASSAL TRAITS##
	#################
	show_vassal_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            NOT = { has_character_flag = show_vassal_mind }
		}

		allow = {
			always = yes
	    }

		effect = {
            set_character_flag = show_vassal_mind
		}


		
	}

	hide_vassal_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_vassal_mind
		}

		allow = {
			always = yes
		}

		effect = {
            clr_character_flag = show_vassal_mind
		}

		
	}

	add_vassal_content_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_vassal_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled	
					any_realm_character = {
						NOT = { trait = content }
					}
				}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
		    hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}
					any_realm_character = {
						limit = {
							NOT = { is_married = PREVPREV }
							NOT = { is_child_of = PREVPREV }
						}
						add_trait = content
					}
				}
			}
		}	

		
	}

	add_vassal_trusting_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_vassal_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
					any_realm_character = {
						NOT = { trait = trusting }
					}
				}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
		    hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}
					any_realm_character = {
						limit = {
							NOT = { is_married = PREVPREV }
							NOT = { is_child_of = PREVPREV }
						}
						add_trait = trusting
					}
				}	
		    }
		}

		
	}

	add_vassal_honest_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_vassal_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled	
					any_realm_character = {
						NOT = { trait = honest }
					}
				}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
		    hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}
					any_realm_character = {
						limit = {
							NOT = { is_married = PREVPREV }
							NOT = { is_child_of = PREVPREV }
						}
						add_trait = honest
					}
				}	
		    }
		}

		
	}

	remove_vassal_sins_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_vassal_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled	
					any_realm_character = {
						OR = {
							trait = greedy
							trait = lustful
							trait = proud
							trait = envious
							trait = gluttonous
							trait = slothful
							trait = wroth
						}
					}
				}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
		    hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}	
					any_realm_character = {
						limit = {
							NOT = { is_married = PREVPREV }
							NOT = { is_child_of = PREVPREV }
						}
						remove_trait = greedy
						remove_trait = lustful
						remove_trait = proud
						remove_trait = envious
						remove_trait = gluttonous
						remove_trait = slothful
						remove_trait = wroth
					}
				}
		    }
		}

		
	}

	add_vassal_virtues_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_vassal_mind
			hidden_tooltip = {
				any_character = {
					has_character_flag = mind_controlled
					any_realm_character = {
						OR = {
							trait = charitable
							trait = chaste
							trait = humble
							trait = kind
							trait = temperate
							trait = diligent
							trait = patient
						}
					}
				}	
			}
		}
		
		allow = {
			always = yes
		}

		effect = {
		    hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}	
					any_realm_character = {
						limit = {
							NOT = { is_married = PREVPREV }
							NOT = { is_child_of = PREVPREV }
						}
						add_trait = charitable
						add_trait = chaste
						add_trait = humble
						add_trait = kind
						add_trait = temperate
						add_trait = diligent
						add_trait = patient
					}
				}
		    }
		}

		
	}

    ###########################
    ##DYNASTY & SPOUSE TRAITS##
	###########################

	show_dynasty_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            NOT = { has_character_flag = show_dynasty_mind }	
		}
		
		allow = {
			always = yes
		}

		effect = {
            set_character_flag = show_dynasty_mind
		}


		
	}

	hide_dynasty_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_dynasty_mind
		}

		allow = {
			always = yes
		}

		effect = {
            clr_character_flag = show_dynasty_mind
		}

		
	}

	add_dynasty_content_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_dynasty_mind
		}

		allow = {
			always = yes
		}

		effect = {
		    hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}
					any_dynasty_member = {
						add_trait = content
					}
					any_spouse = {
						add_trait = content
					}
					any_consort = {
						add_trait = content
					}
				}
		    }
		}

		
	}

	add_dynasty_trusting_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_dynasty_mind
		}

		allow = {
			always = yes
		}

		effect = {
		    hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}
					any_dynasty_member = {
						add_trait = trusting
					}
					any_spouse = {
						add_trait = trusting
					}
					any_consort = {
						add_trait = trusting
					}
				}
		    }
		}

		
	}

	add_dynasty_honest_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_dynasty_mind
		}

		allow = {
			always = yes
		}

		effect = {
		    hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}	
					any_dynasty_member = {
						add_trait = honest
					}
					any_spouse = {
						add_trait = honest
					}
					any_consort = {
						add_trait = honest
					}
				}
		    }
		}

		
	}

	remove_dynasty_sins_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_dynasty_mind
		}

		allow = {
			always = yes
		}

		effect = {
		    hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}
					any_dynasty_member = {
						remove_trait = greedy
						remove_trait = lustful
						remove_trait = proud
						remove_trait = envious
						remove_trait = gluttonous
						remove_trait = slothful
						remove_trait = wroth
					}
					any_spouse = {
						remove_trait = greedy
						remove_trait = lustful
						remove_trait = proud
						remove_trait = envious
						remove_trait = gluttonous
						remove_trait = slothful
						remove_trait = wroth
					}
					any_consort = {
						remove_trait = greedy
						remove_trait = lustful
						remove_trait = proud
						remove_trait = envious
						remove_trait = gluttonous
						remove_trait = slothful
						remove_trait = wroth
					}
				}
		    }
		}

		
	}

	add_dynasty_virtues_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_dynasty_mind
		}

		allow = {
			always = yes
		}

		effect = {
		    hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}	
					any_dynasty_member = {
						add_trait = charitable
						add_trait = humble
						add_trait = kind
						add_trait = temperate
						add_trait = diligent
						add_trait = patient
					}
					any_spouse = {
						add_trait = charitable
						add_trait = humble
						add_trait = kind
						add_trait = temperate
						add_trait = diligent
						add_trait = patient
					}
					any_consort = {
						add_trait = charitable
						add_trait = humble
						add_trait = kind
						add_trait = temperate
						add_trait = diligent
						add_trait = patient
					}
				}
		    }
		}

		
	}

	add_dynasty_genetics_mind = {


		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_traits_enable
            has_character_flag = show_dynasty_mind
		}

		allow = {
			always = yes
		}

		effect = {
		    hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}	
					any_dynasty_member = {
						add_trait = genius
						add_trait = strong
						add_trait = fair
					}
					any_spouse = {
						add_trait = genius
						add_trait = strong
						add_trait = fair
					}
					any_consort = {
						add_trait = genius
						add_trait = strong
						add_trait = fair
					}
				}
		    }
		}

        ai_will_do = {
            factor = 0
        }
	}
	
}	