namespace = WPN
character_event = {
	id = WPN.8000
	
	hide_window = yes
	only_rulers = yes
	
	trigger = {
		age = 12
		NOT = {has_character_flag = wpn}
		NOT = {trait = incapable}
		job_marshal  = {
			NOT = {has_character_flag = mwpn}
			OR = {
				trait = swordsman1
				trait = swordsman2
				trait = swordsman3
				trait = swordsman4
				trait = swordsman5
				trait = scimitar1
				trait = scimitar2
				trait = scimitar3
				trait = scimitar4
				trait = scimitar5
			}	
		}
		
	}
	
	mean_time_to_happen = {
		years = 10
	}
	
	immediate = {
		job_marshal  = {
			character_event  = {id = WPN.102}
		}
	}
}

character_event = {
	id = WPN.102
	desc = WPN102
	picture = "GFX_evt_large_army"
	
	is_triggered_only = yes

	option = {
		trigger = {
			OR = {
				trait = swordsman1
				trait = swordsman2
				trait = swordsman3
				trait = swordsman4
				trait = swordsman5
			}
		}
		ai_chance = {
			factor = 20
			modifier = {
				factor = 0.25
				trait = deceitful
			}
			modifier = {
				factor = 0.5
				is_female = yes
			}
			modifier = {
				factor = 2
				martial = 15
			}
			modifier = {
				factor = 2
				trait = just
			}
			modifier = {
				factor = 2
				trait = brave
			}
			modifier = {
				factor = 2
				trait = proud
			}
		}
		name = WPN102A
		liege = {
			tooltip = {
				add_trait = swordsman1
			}
			opinion = {
				modifier = opinion_learned_swordsmanship
				who = ROOT
				years = 10
			}
			hidden_tooltip = {character_event = {id = WPN.103}}
		}
	}
	
	option = {
		trigger = {
			OR = {
				trait = scimitar1
				trait = scimitar2
				trait = scimitar3
				trait = scimitar4
				trait = scimitar5
			}
		}
		ai_chance = {
			factor = 20
			modifier = {
				factor = 0.25
				trait = deceitful
			}
			modifier = {
				factor = 0.5
				is_female = yes
			}
			modifier = {
				factor = 2
				martial = 15
			}
			modifier = {
				factor = 2
				trait = just
			}
			modifier = {
				factor = 2
				trait = brave
			}
			modifier = {
				factor = 2
				trait = proud
			}
		}
		name = WPN102A
		liege = {
			tooltip = {
				add_trait = scimitar1
			}
			opinion = {
				modifier = opinion_learned_swordsmanship
				who = ROOT
				years = 10
			}
			hidden_tooltip = {character_event = {id = WPN.104}}
		}
	}
	
	option = {
		ai_chance = {
			factor = 20
			modifier = {
				factor = 1.5
				trait = deceitful
			}
			modifier = {
				factor = 1.2
				trait = craven
			}
			modifier = {
				factor = 1.2
				trait = slothful
			}
			modifier = {
				factor = 1.2
				trait = envious
			}
			modifier = {
				factor = 1.2
				trait = greedy
			}
		}
		
		set_character_flag = mwpn
		name = WPN102B
	}
	
}

# Teaches the l
character_event = {
	id = WPN.103
	desc = WPN103
	picture = "GFX_evt_large_army"
	
	is_triggered_only = yes
	
	option = {
		name = WPN103A

		add_trait = swordsman1
		change_martial = 1
		set_character_flag = wpn

		
	}
}

character_event = {
	id = WPN.104
	desc = WPN103
	picture = "GFX_evt_large_army"
	
	is_triggered_only = yes
	
	option = {
		name = WPN103A

		add_trait = scimitar1
		change_martial = 1
		set_character_flag = wpn

		
	}
}



character_event = {
	id = WPN.100
	desc = WPN100
	picture = "GFX_evt_large_army"
	
	min_age = 16
	max_age = 54
	only_rulers = yes

	trigger = {
		OR = {
			is_female = no
			ai = no
		}
		is_theocracy = no
		is_republic = no
		NOT = {has_character_flag = wpn}
	}
	
	mean_time_to_happen = {
		years = 16
		
		modifier = {
			war = yes
			factor = 0.5
		}
		modifier = {
			trait = immortal_warlord
			factor = 0.2
		}
		modifier = {
			factor = 0.3
			trait = elusive_shadow

		}
		modifier = {
			factor = 0.5
			trait = intricate_webweaver

		}
		modifier = {
			trait = nimble_fighter
			factor = 0.3
		}
		modifier = {
			trait = brilliant_strategist
			factor = 0.3
		}
		modifier = {
			trait = skilled_tactician
			factor = 0.4
		}
		modifier = {
			trait = tough_soldier
			factor = 0.5
		}
	}
	
	option = {
		trigger = {
			NOT = {
				OR = {
					culture_group = altaic
					culture_group = iranian
					culture_group = arabic
					culture_group = east_african
				}
			}
		}
		ai_chance = {
			factor = 25
			modifier = {
				factor = 2
				martial = 15
			}
			modifier = {
				factor = 2
				trait = just
			}
			modifier = {
				factor = 2
				trait = brave
			}
			modifier = {
				factor = 2
				trait = proud
			}
		}
		set_character_flag = wpn
		name = WPN100A
		add_trait = swordsman1
	}
	
	option = {
		trigger = {
			OR = {
				culture_group = altaic
				culture_group = iranian
				culture_group = arabic
				culture_group = east_african
			}
		}
		ai_chance = {
			factor = 25
			modifier = {
				factor = 2
				martial = 10
			}
			modifier = {
				factor = 2
				trait = just
			}
			modifier = {
				factor = 2
				trait = brave
			}
			modifier = {
				factor = 2
				trait = proud
			}
		}
		set_character_flag = wpn
		name = WPN100A
		add_trait = scimitar1
	}
	
	
	option = {
		trigger = {
			NOT = {
				culture_group = altaic
				culture_group = iranian
				culture = welsh
				culture = english
			}
		}
		ai_chance = {
			factor = 15
			modifier = {
				factor = 0
				NOT = {intrigue = 8}
			}
			modifier = {
				factor = 0
				martial = 12
			}
			modifier = {
				factor = 3
				intrigue = 12
			}
			modifier = {
				factor = 5
				intrigue = 15
			}
			modifier = {
				factor = 1.2
				trait = quick
			}
			modifier = {
				factor = 1.2
				trait = genius
			}
			modifier = {
				factor = 2
				trait = patient
			}
		}
		set_character_flag = wpn
		name = WPN100B
		add_trait = archery1
		set_character_flag = bow
	}
	
	option = {
		trigger = {
			OR = {
				culture = welsh
				culture = english
			}				
		}
		ai_chance = {
			factor = 80
			modifier = {
				factor = 50
				is_landed = no
			}
			modifier = {
				factor = 0
				NOT = {intrigue = 8}
			}
			modifier = {
				factor = 0
				martial = 12
			}
			modifier = {
				factor = 3
				intrigue = 12
			}
			modifier = {
				factor = 5
				intrigue = 15
			}
			modifier = {
				factor = 1.2
				trait = quick
			}
			modifier = {
				factor = 1.2
				trait = genius
			}
			modifier = {
				factor = 2
				trait = patient
			}
			modifier = {
				factor = 3
				culture = english
			}
		}
		set_character_flag = wpn
		name = WPN100B
		add_trait = longbow1
		set_character_flag = bow
	}
	
	option = {
		trigger = {
			OR = {
				culture_group = altaic
				culture_group = iranian
			}
		}
		ai_chance = {
			factor = 25
			modifier = {
				factor = 2.0
				intrigue = 10
			}
			modifier = {
				factor = 1.2
				trait = quick
			}
			modifier = {
				factor = 1.2
				trait = genius
			}
			modifier = {
				factor = 2
				trait = patient
			}
			modifier = {
				factor = 20
				culture = mongol
			}
		}
		set_character_flag = wpn
		name = WPN100B
		add_trait = mongol_bow1
		set_character_flag = bow
	}
	
	option = {
		trigger = {
			OR = {
				culture_group = north_germanic
				culture = persian
				culture = saxon
				culture = hungarian
				culture = bolghar
				culture = alan
			}
		}
		ai_chance = {
			factor = 25
			modifier = {
				factor = 2
				martial = 16
			}
			modifier = {
				factor = 0.25
				trait = deceitful
			}
			modifier = {
				factor = 2
				martial = 10
			}
			modifier = {
				factor = 1.1
				trait = wroth
			}
			modifier = {
				factor = 1.1
				trait = cruel
			}
			modifier = {
				factor = 4.0
				trait = viking
			}
			modifier = {
				factor = 1.1
				trait = brave
			}
			modifier = {
				factor = 2.5
				culture = norse #Screw accurate history, mothafkin' vikin' z!
			}
			
			modifier = {
				factor = 0.75
				NOT = {
					OR = {
						culture = persian
						culture = norse
					}
				}
			}
			
			modifier = {
				factor = 2.2
				culture = saxon
			}
			modifier = {
				factor = 2.2
				culture = hungarian
			}
			modifier = {
				factor = 5.0
				culture = old_saxon
			}
		}
		set_character_flag = wpn
		name = WPN100C
		if = {
			limit = {
				OR = {
					culture = hungarian
					culture = bolghar
					culture = alan
				}
			}
			add_trait = fokos1
		}
		if = {
			limit = {
				NOT = {
					OR = {
						culture = hungarian
						culture = bolghar
						culture = alan
					}
				}
			}
			add_trait = axe1
		}
		
	}
	
	option = {
		trigger = {
			NOT = {
				OR = {
					culture_group = north_germanic
					culture = persian
					culture = saxon
					culture = hungarian
					culture = bolghar
					culture = alan
				}
			}
		}
		ai_chance = {
			factor = 20
			modifier = {
				factor = 2
				martial = 16
			}
			modifier = {
				factor = 0.25
				trait = deceitful
			}
			modifier = {
				factor = 2
				martial = 13
			}
			modifier = {
				factor = 1.2
				intrigue = 12
			}
			modifier = {
				factor = 1.5
				trait = wroth
			}
			modifier = {
				factor = 2.5
				trait = cruel
			}
			modifier = {
				factor = 1.1
				trait = brave
			}
			modifier = {
				factor = 5.0
				culture = polish
			}
			modifier = {
				factor = 10.0
				culture = polish
				tier = KING
			}
			modifier = {
				factor = 20.0
				culture = polish
				tier = EMPEROR
			}
		}
		set_character_flag = wpn
		name = WPN100E
		if = {
			limit = {
				culture = polish
			}
			add_trait = bulawa1
		}
		if = {
			limit = {
				NOT = {
					culture = polish
				}
			}
			add_trait = mace1
		}
		
	}
	
	option = {
		ai_chance = {
			factor = 35
			modifier = {
				factor = 2
				martial = 13
			}
			modifier = {
				factor = 2.2
				culture = scottish
			}
			modifier = {
				factor = 2.2
				culture = dutch
			}
			modifier = {
				factor = 3.2
				culture = italian
			}
			modifier = {
				factor = 3.2
				culture = greek
			}
			modifier = {
				factor = 5.0
				culture = manden
			}
			modifier = {
				factor = 8.0
				culture = nahuatl
			}
		}
		set_character_flag = wpn
		name = WPN100D
		add_trait = spear1
	}
	
}





character_event = {
	id = WPN.200
	#desc = WPN200
	#picture = "GFX_evt_large_army"
	
	is_triggered_only = yes

	trigger = {
		NOT = {has_global_flag = weapon_enabled}
		OR = {
			has_landed_title = k_papal_state
			has_landed_title = k_papal_chalcedon
		}
	}
	immediate = {
		set_global_flag = weapon_enabled
		if = {
			limit = {religion = catholic}
			add_trait = became_cardinal
		}
		d_varangian_guard = {
			de_jure_liege = k_byzantium
		}
		if = {
			limit = {year = 1107} #After Investiture Controversy
			any_playable_ruler = {
				limit = {
					OR = {
						religion = catholic
						religion = fraticelli
					}
					is_tribal = no
					is_nomadic = no
				}
				add_law = investiture_law_0
			}
		}

		if = {
			limit = {
				year = 1066
				NOT = {year = 1067}
				NOT = {has_dlc = "Zeus"}
			}
			any_playable_ruler = {
				limit = {
					is_feudal = yes
					
				}
				add_law = crown_authority_1
			}
		}
		if = {
			limit = {
				year = 1067
				NOT = {has_dlc = "Zeus"}
			}
			any_playable_ruler = {
				limit = {
					is_feudal = yes
					
				}
				add_law = crown_authority_2
			}
		}
		any_independent_ruler = {
			 if = {
				 limit = {
					religion = finnish_pagan
				 }
				 piety = 500
			 }
			 if = {
				 limit = {
					religion = miaphysite
				 }
				 piety = 250
			 }
			 if = {
				limit = {
					OR = {
						dynasty = 613
						dynasty = 11100
					}
				}
				any_realm_character = {
					limit = {
						OR = {
							dynasty = 613
							dynasty = 11100
						}
					}
					set_character_flag = reckless_invasion
					character_event = {id = RAW.10002 days = 1}
				}
			 }
		 }

		 
		if = {
			limit = {
				NOT = {year = 800}
			}
			any_independent_ruler = {
				if = {
					limit = {character = 194004}
					spawn_unit = {
						province = 290
						owner = THIS
						#leader = ROOT
						troops = {
							light_infantry = { 156 156 }
							heavy_infantry = { 85 85 }
						}
						attrition = 0.5
					}
					spawn_unit = {
						province = 290
						owner = THIS
						#leader = ROOT
						troops = {
							light_infantry = { 156 156 }
							heavy_infantry = { 85 85 }
						}
						attrition = 0.5
					}
					spawn_unit = {
						province = 290
						owner = THIS
						#leader = ROOT
						troops = {
							light_infantry = { 156 156 }
							heavy_infantry = { 85 85 }
						}
						attrition = 0.5
					}
					prestige = 250
					piety = 250
				}
			}
			
			any_character = {
			
				if = {
					limit = {
						character = 33917
					}
					health = 1
					create_character = {
						random_traits = yes
						culture = THIS
						religion = THIS
						dynasty = none
						female = yes
						age = 16
					}
					new_character = {
						add_spouse = PREV
					}
				}
				
				if = {
					limit = {
						character = 163022
					}
					b_medina = { 
						grant_title_no_opinion = PREV 
					}
				}
				
				
				if = {
					limit = {
						character = 6392
					}
					add_trait = swordsman3
					add_trait = combat_exp
					add_trait = brave
					add_trait = ambitious
					add_trait = proud
					set_character_flag = wpn
					health = 5
					fertility = 0.75 #Many Children
					add_artifact = joyeuse
				}
				if = {
					limit = {
						character = 194003
					}
					health = 5
					add_trait = strong
					add_trait = robust
					add_trait = brave
					add_trait = axe5
					add_trait = duel_legend
					add_trait = combat_exp
					add_trait = fearsome
					add_trait = wroth
					add_trait = seaking
					set_character_flag = wpn
				}
				
				
				if = {
					limit = {
						character = 33354
						NOT = {
							any_dynasty_member = {
								ai = no
							}
						}
					}
					dynasty = 100072
					health = 2
				}
				if = {
					limit = {
						character = 205090
					}
					d_hereford = {
						add_weak_pressed_claim = PREV
					}
					spawn_unit = {
						province = 67
						owner = THIS
						#leader = ROOT
						troops = {
							light_infantry = { 221 221 }
							heavy_infantry = { 177 177 }
						}
						attrition = 0.5
					}
					spawn_unit = {
						province = 67
						owner = THIS
						#leader = ROOT
						troops = {
							light_infantry = { 322 322 }
							heavy_infantry = { 124 124 }
						}
						attrition = 0.5
					}
					spawn_unit = {
						province = 67
						owner = THIS
						#leader = ROOT
						troops = {
							light_infantry = { 189 189 }
							heavy_infantry = { 132 132 }
						}
						attrition = 0.5
					}
				}
				if = {
					limit = {
						character = 205097
					}
					health = 2
				}
				if = {
					limit = {
						character = 205189
					}
					c_dorset = { 
						grant_title_no_opinion = PREV 
					}
					c_somerset = { 
						grant_title_no_opinion = PREV 
					}
				}
				if = {
					limit = {
						character = 205250
						NOT = {
							any_dynasty_member = {
								ai = no
							}
						}
					}
					d_northumberland = {
						add_weak_pressed_claim = PREV
					}
					any_sibling = {
						d_northumberland = {
							add_weak_pressed_claim = PREV
						}
					}
					dynasty = 814
					health = 2
				}
				if = {
					limit = {
						character = 205017
					}
					create_character = {
						random_traits = yes
						culture = THIS
						religion = THIS
						dynasty = none
						female = yes
						age = 45
					}
					new_character = {
						add_spouse = PREV
						dynasty = father_bastard
					}
					d_norfolk = {
						add_weak_pressed_claim = PREV
					}
					c_suffolk = { 
						grant_title_no_opinion = PREV 
					}
				}
				
				if = {
					limit = {
						character = 205019
						NOT = {
							any_dynasty_member = {
								ai = no
							}
						}
					}
					dynasty = 626
					health = 2
				}
				if = {
					limit = {character = 205180}
					create_character = {
						random_traits = yes
						culture = THIS
						religion = THIS
						dynasty = none
						female = yes
						age = 45
					}
					set_character_flag = recieved_royal_marriage_aid_duty
					new_character = {
						add_spouse = PREV
						dynasty = father_bastard
					}
				}
				if = {
					limit = {character = 205015}
					create_character = {
						random_traits = yes
						culture = THIS
						religion = THIS
						dynasty = none
						female = yes
						age = 43
					}
					set_character_flag = recieved_royal_marriage_aid_duty
					new_character = {
						add_spouse = PREV
						dynasty = father_bastard
					}
				}
				if = {
					limit = {character = 166583}
					create_character = {
						random_traits = yes
						culture = pictish
						religion = THIS
						dynasty = none
						female = yes
						age = 45
					}
					set_character_flag = recieved_royal_marriage_aid_duty
					new_character = {
						add_spouse = PREV
						dynasty = father_bastard
					}
				}
				if = {
					limit = {character = 166508}
					create_character = {
						random_traits = yes
						culture = THIS
						religion = THIS
						dynasty = none
						female = yes
						age = 46
					}
					set_character_flag = recieved_royal_marriage_aid_duty
					new_character = {
						add_spouse = PREV
						dynasty = father_bastard
					}
				}
				if = {
					limit = {character = 83583}
					create_character = {
						random_traits = yes
						culture = THIS
						religion = THIS
						dynasty = none
						female = yes
						age = 51
					}
					spawn_unit = {
						province = 35
						owner = THIS
						#leader = ROOT
						troops = {
							light_infantry = { 312 312 }
						}
						attrition = 0.5
						reinforces = yes
						reinforce_rate_multiplier = 1
					}
					spawn_unit = {
						province = 35
						owner = THIS
						#leader = ROOT
						troops = {
							light_infantry = { 355 355 }
						}
						attrition = 0.5
						reinforces = yes
						reinforce_rate_multiplier = 1
					}
					spawn_unit = {
						province = 35
						owner = THIS
						#leader = ROOT
						troops = {
							light_infantry = { 324 324 }
						}
						attrition = 0.5
						reinforces = yes
						reinforce_rate_multiplier = 1
					}
					set_character_flag = recieved_royal_marriage_aid_duty
					new_character = {
						add_spouse = PREV
						dynasty = father_bastard
					}
				}
			}
		}
		if = {
			limit = {
				year = 866
				NOT = {year = 900}#Old Gods
			}
			
			any_independent_ruler = {
				limit = {character = 1700}
				primary_title = {
					gender_succ = agnatic #ERE
				}
				any_realm_province = {
					limit = {
						county = {
							OR = {
								title = c_kaisereia
								title = c_koloneia
								title = c_theodosiopolis
							}
						}
					}
					add_province_modifier = {
						name = heretic_stronghold
						duration = 1825
					}
				}
			}
			any_independent_ruler = {
				
				any_demesne_title = {
					
					if = {
						limit = {
							OR = {
								#title = k_aquitaine
								title = k_bavaria
								title = k_burgundy
								#title = k_france
								title = k_italy
								title = k_lotharingia
								title = k_germany
							}
						}

						succession_w_cooldown = elective_gavelkind
					}
					
					if = {
						limit = {
							
							title = d_somerset
						}
						succession_w_cooldown = tanistry
					}
					if = {
						limit = {
							title = k_navarra
						}
						succession_w_cooldown = feudal_elective
					}
					
					
				}
				any_realm_character = {
					limit = {
						OR = {
							character = 30228 #Louis Sword4
							
							character = 163112 #Whiteshirt Spear4 Nimble fighter
							character = 163111 #Boneless Axe5 + Legendary Warrior
							character = 163108 #Bjorn Ubft4
							character = 163119 #Ubbe Axe4
							character = 163110 #Snake-in-the-eye  Spear3
							
							character = 163113 #Bagsecgof Jylland Spear3
							character = 144000 #Harald Sword4
							character = 6878 #Haestein Axe4
							
							character = 242 #Rollo Sword4 + immortal Warrior
							
							character = 167782 #Rorik
							
							character = 82233 #Sword4 + Wheelwright
							
							character = 159137 #Almos Fokos5
							character = 159136 #Arpad Sword4
							
							character = 40605 #Rurik Sword5 Legendary Warrior
							character = 40606 #Oleg Sword4
							
							character = 999999 #Alfred Sword5
							
							character = 7627 #Alfred Sword5
							
							
							
							character = 163101 #Saffarid Scimitar4
							
							character = 168246 #Hugo
							
							character = 7908 #Otto the Illu
							
							
							
							character = 166774 #Defence boost for the Qocho
							
							character = 34872
							
							character = 180262
							character = 74029
							
							character = 163096
							
							character = 1700
							
							
							
							character = 168335
							character = 40607
							character = 168336
							
							character = 31060
							
							character = 70121
							
							character = 712
							character = 70382
							character = 70383
							
							character = 45108
							
							character = 180226
							
							character = 73786
							
							character = 73683
							character = 127019
							
							character = 160077
							character = 166775
							
							character = 144957
						}
					}
					
					if = {
						limit = {
							character = 144957
						}
						set_dynasty_flag = bruno_d
						dynasty = 435
					}
					
					if = {
						limit = {
							character = 166775
						}
						father_even_if_dead = {
							dynasty = PREV
						}
					}
					if = {
						limit = {
							character = 160077
						}
						add_pressed_claim = c_nantes
					}
					
					if = {
						limit = {
							character = 127019
						}
						remove_trait = trusting
						remove_trait = just
						remove_trait = honest
						remove_trait = slothful
						remove_trait = craven
						add_trait = ambitious
						add_trait = envious
						add_trait = cruel
						add_trait = wroth
						add_trait = gregarious
						add_rival = 90123
					}
					if = {#Umad
						limit = {
							character = 73683
							ai = yes
						}
						any_vassal = {
							limit = {
								OR = { 
									tier = DUKE
									character = 73813
									character = 73851
								}
							}
							LIEGE = {make_tributary = { who = PREV percentage = 0.5 }}
							if = {
								limit = {NOT = { has_dlc = "Zeus" }}
								opinion = {
									modifier = in_non_aggression_pact
									who = PREV
									years = 10
								}
								reverse_opinion = {
									modifier = in_non_aggression_pact
									who = PREV
									years = 10
								}
								add_alliance = { who = PREV years = 10 }
							}
							set_defacto_liege = THIS
						}
						e_qurtuba = {
							grant_title = PREV
							
							if = {
								limit = {has_dlc = "Zeus"}
								add_law = law_voting_power_1
								add_law = law_voting_power_1
								add_law = banish_voting_power_1
								add_law = execution_voting_power_1
								add_law = revoke_title_voting_power_1
								add_law = grant_title_voting_power_1
								add_law = imprison_voting_power_1
								add_law = war_voting_power_1
								add_law = succession_voting_power_1
							}
							if = {
								limit = {NOT = { has_dlc = "Zeus" }}
								add_law = crown_authority_0
							}
						}
						e_arabia = {
							# owner = {
								# any_child = {
									# add_pressed_claim = k_egypt
								# }
							# }
							if = {
								limit = {has_dlc = "Zeus"}
								add_law = law_voting_power_1
								add_law = law_voting_power_1
								add_law = banish_voting_power_1
								add_law = execution_voting_power_1
								add_law = revoke_title_voting_power_1
								add_law = grant_title_voting_power_1
								add_law = imprison_voting_power_1
								add_law = war_voting_power_1
								add_law = succession_voting_power_1
							}
							if = {
								limit = {NOT = { has_dlc = "Zeus" }}
								add_law = crown_authority_0
							}
						}
						k_andalusia = {
							destroy_landed_title = THIS
						}
						
					}
					
					if = {#Uncle
						limit = {
							character = 73786
						}
						spawn_unit = {
							province = 206
							owner = THIS
							#leader = ROOT
							troops = {
								light_infantry = { 688 688 }
								light_cavalry = { 383 383 }
							}
							attrition = 0.5
							reinforces = yes
							reinforce_rate_multiplier = 1
						}
						spawn_unit = {
							province = 206
							owner = THIS
							#leader = ROOT
							troops = {
								light_infantry = { 688 688 }
								light_cavalry = { 383 383 }
							}
							attrition = 0.5
							reinforces = yes
							reinforce_rate_multiplier = 1
						}
						spawn_unit = {
							province = 206
							owner = THIS
							#leader = ROOT
							troops = {
								light_infantry = { 688 688 }
								light_cavalry = { 383 383 }
							}
							attrition = 0.5
							reinforces = yes
							reinforce_rate_multiplier = 1
						}
						add_trait = infirm
						primary_title = {
							succession_w_cooldown = elective_gavelkind
						}
						create_character = {
							random_traits = yes
							culture = THIS
							religion = THIS
							dynasty = none
							female = yes
							age = 47
						}
						set_character_flag = recieved_royal_marriage_aid_duty
						new_character = {
							add_spouse = PREV
							dynasty = father_bastard
						}
						create_character = {
							name = "Solomon"
							random_traits = yes
							culture = THIS
							religion = THIS
							dynasty = 629
							female = no
							age = 70
						}
						new_character = {
							add_trait = incapable
							save_event_target_as = new_father
						}
						
						set_father = event_target:new_father
						random_independent_ruler = {
							limit = {character = 90123}
							random_realm_character = {
								limit = {character = 70150}
								give_nickname = nick_the_hairy
								add_trait = shrewd
								remove_trait = craven
								remove_trait = shy
								add_trait = ambitious
								remove_trait = arbitrary
								add_trait = diligent
								add_trait = spear4
								add_trait = combat_exp
								set_character_flag = wpn
								create_character = {
									name = "Ermesende"
									random_traits = yes
									culture = THIS
									religion = THIS
									dynasty = 629
									female = yes
									age = 54
								}
								new_character = {
									save_event_target_as = new_mother
									set_father = event_target:new_father
									
								}
								set_mother = event_target:new_mother
								father_even_if_dead = {
									add_spouse = event_target:new_mother
								}
								any_sibling = {
									move_character = PREV
									if = {
										limit = {
											is_married = no
											is_female = no
										}
										set_mother = event_target:new_mother
									}
								}
							}
							
						}
						clear_event_target = new_mother
						clear_event_target = new_father
						recalc_succession = yes
					}
					
					if = {
						limit = {character = 180226}
						liege = { make_tributary = { who = PREV percentage = 0.4 } }
						religion = tengri_pagan
						add_trait = sympathy_judaism
						any_child = {
							religion = tengri_pagan
						}
						set_defacto_liege = THIS
					}
					if = {#Zayd Bug Fix
						limit = {
							character = 45108
						}
						
						father_even_if_dead = {
							dynasty = PREV
						}
					}
					
					if = {#Boris
						limit = {
							character = 70382
						}
						add_trait = spear3
						add_trait = combat_exp
						add_trait = ambitious
						add_trait = strategist
						add_trait = zealous
						add_trait = holy_warrior
						set_character_flag = wpn
						any_demesne_title = {
							limit = {
								title = k_bulgaria
							}
							succession_w_cooldown = elective_gavelkind

						}
					}
					
					if = {#Vlad
						limit = {
							character = 70383
						}
						religion = tengri_pagan
						add_trait = zealous
						add_trait = envious
						add_trait = wroth
						father = {
							add_rival = PREV
						}
					}
					
					if = {#Simeon
						limit = {
							character = 712
						}
						add_trait = swordsman4
						add_trait = combat_exp
						add_trait = strategist
						add_trait = ambitious
						add_trait = diligent
						add_trait = shrewd
						add_trait = inspiring_leader
						set_character_flag = wpn
						
					}
					
					if = {#Jimera
						limit = {
							character = 70121
							liege = {ai = yes}
						}
						liege = {
							save_event_target_as = target_liege
						}
						add_trait = deceitful
						add_trait = gregarious
						change_diplomacy = 3
						change_intrigue = 3
						add_pressed_claim = k_navarra
						set_character_flag = recieved_royal_marriage_aid_duty
						create_character = {
							random_traits = yes
							religion = THIS
							culture = THIS
							dynasty = none
							female = yes
							age = 19
						}
						new_character = {
							add_trait = lustful
							add_spouse = PREV
							dynasty = father_bastard
						}
						save_job_title = yes
						d_navarra = {
							grant_title_no_opinion = PREV
						}
						set_defacto_liege = event_target:target_liege
						event_target:target_liege = {
							remove_claim = d_navarra
							remove_claim = b_tafalla
						}
						clear_event_target = target_liege
						primary_title = {
							succession_w_cooldown = elective_gavelkind
						}
						give_minor_title = title_appointed_regent
						give_back_job_title = yes
						spawn_unit = {
							province = 152
							owner = THIS
							#leader = ROOT
							troops = {
								light_cavalry = { 556 556 }
								knights = { 85 85 }
							}
							attrition = 0.5
							reinforces = yes
							reinforce_rate_multiplier = 0.8
						}
						spawn_unit = {
							province = 152
							owner = THIS
							#leader = ROOT
							troops = {
								light_cavalry = { 456 456 }
								knights = { 98 98 }
							}
							attrition = 0.5
							reinforces = yes
							reinforce_rate_multiplier = 0.8
						}
						spawn_unit = {
							province = 152
							owner = THIS
							#leader = ROOT
							troops = {
								light_cavalry = { 356 356 }
								knights = { 72 72 }
							}
							attrition = 0.5
							reinforces = yes
							reinforce_rate_multiplier = 0.8
						}
						spawn_unit = {
							province = 152
							owner = THIS
							#leader = ROOT
							troops = {
								light_infantry = { 722 722 }
								knights = { 65 65 }
							}
							attrition = 0.5
							reinforces = yes
							reinforce_rate_multiplier = 0.8
						}
						spawn_unit = {
							province = 152
							owner = THIS
							#leader = ROOT
							troops = {
								heavy_infantry = { 436 436 }
								knights = { 80 80 }
							}
							attrition = 0.5
							reinforces = yes
							reinforce_rate_multiplier = 0.8
						}
					}
					
					
					#Gerulfing
					if = {
						limit = {
							character = 31060
						}
						add_trait = ambitious
						add_trait = deceitful
						add_trait = gregarious
						add_pressed_claim = d_holland
					}
					
					#Byzantium
					if = {
						limit = {
							character = 1700
						}
						add_trait = born_lowborn
						add_trait = prison_life
						add_trait = became_unlanded
						father = {
							add_trait = born_lowborn
							add_trait = prison_life
							add_trait = became_unlanded
						}
						any_sibling = {
							add_trait = born_lowborn
							add_trait = prison_life
							add_trait = became_unlanded
						}
						add_trait = perk_other5
						add_trait = spear4
						add_trait = combat_exp
						
						give_nickname = nick_the_macedonian
						set_character_flag = wpn
					}
					
					
					
					#Vikings
					if = {
						limit = {
							OR = {
								character = 168335
								character = 40607
							}
						}
						remove_trait = legit_bastard
						add_trait = kin_by_oath
					}
					
					if = {
						limit = {
							character = 168336
						}
						remove_trait = legit_bastard
						add_trait = kin_by_oath
						add_trait = seaking
						add_trait = brave
						add_trait = spear4
						add_trait = combat_exp
						set_character_flag = wpn
						any_playable_ruler = {
							limit = {character = 167782}
							save_event_target_as = new_father
							dynasty = 800001
						}
						set_father = event_target:new_father
						dynasty = event_target:new_father
						clear_event_target = new_father
						any_playable_ruler = {
							limit = {character = 167782}
							recalc_succession = yes
						}
					}
					
					if = {
						limit = {
							OR = {
								character = 163112 #Whiteshirt Spear4 Nimble fighter
								character = 163111 #Boneless Axe5 + Legendary Warrior
								character = 163108 #Bjorn Ubft4
								character = 163119 #Ubbe Axe4
								character = 163110 #Snake-in-the-eye  Spear3
							}
						}
						add_rival = 163103
						opinion = {
							modifier = opinion_killed_father
							who = 163103
							months = 1200
						}
					}
					
					if = {
						limit = {
							character = 159137 #Almos Fokos5
						}
						add_trait = fokos5
						add_trait = combat_exp
						set_character_flag = wpn
						if = {
							limit = {
								is_nomadic = yes
							}
							spawn_unit = {
								province = 544 # Korsun
								owner = THIS
								#leader = ROOT
								troops = {
									light_cavalry = { 1136 1136 }
									horse_archers = { 872 872 }
								}
								attrition = 0.5
							}
							spawn_unit = {
								province = 544 # Korsun
								owner = THIS
								#leader = ROOT
								troops = {
									light_cavalry = { 1136 1136 }
									horse_archers = { 872 872 }
								}
								attrition = 0.5
							}
							spawn_unit = {
								province = 544 # Korsun
								owner = THIS
								#leader = ROOT
								troops = {
									light_cavalry = { 1136 1136 }
									horse_archers = { 872 872 }
								}
								attrition = 0.5
							}
						}
					}
					
					if = {
						limit = {
							character = 163101 #Saffarid Scimitar4
						}
						add_trait = scimitar4
						add_trait = combat_exp
						health = 1
						set_character_flag = wpn
					}
					
					if = {
						limit = {
							OR = {
								character = 163110 #Snake-in-the-eye  Spear3
								character = 163113 #Bagsecgof Jylland Spear3
							}
						}
						add_trait = spear3
						add_trait = shrewd
						health = 0.5
						add_trait = combat_exp
						set_character_flag = wpn
					}
					
					
					
					if = {
						limit = {
							character = 82233 #Sword4 + Wheelwright
						}
						add_trait = swordsman4
						add_trait = combat_exp
						add_trait = shrewd
						give_nickname = nick_the_wheelwright
						health = 3
						set_character_flag = wpn
					}
					
					if = {
						limit = {
							character = 242 #Rollo ulfberht5
						}
						add_trait = ulfberht5
						add_trait = combat_exp
						add_trait = robust
						add_trait = stubborn
						set_character_flag = wpn
						set_character_flag = h_cmd
					}
					
					if = {
						limit = {
							character = 163108 #Bjorn Ubft4	
						}
						add_trait = ulfberht4
						add_trait = combat_exp
						set_character_flag = wpn
					}
					
					if = {
						limit = {
							character = 163111 #Boneless Axe5 + Legendary Warrior		
						}
						add_trait = axe5
						add_trait = duel_legend
						add_trait = combat_exp
						add_trait = fearsome
						add_trait = seaking
						add_trait = robust
						remove_trait = skilled_tactician
						remove_trait = brilliant_strategist
						add_trait = immortal_warlord
						add_trait = heavy_infantry_leader
						add_trait = aggressive_leader
						add_trait = berserker
						set_character_flag = wpn
						spawn_unit = {
							province = 57 # York
							owner = PREV
							#leader = ROOT
							troops = {
								light_infantry = { 1292 1292 }
								heavy_infantry = { 3245 3245 }
								archers = { 226 226 }
							}
							disband_on_peace = yes
							cannot_inherit = yes
							attrition = 0.5
						}
						spawn_unit = {
							province = 57 # York
							owner = PREV
							#leader = ROOT
							troops = {
								light_infantry = { 1292 1292 }
								heavy_infantry = { 3245 3245 }
								archers = { 226 226 }
							}
							attrition = 0.5
							disband_on_peace = yes
							cannot_inherit = yes
						}
						spawn_unit = {
							province = 57 # York
							owner = PREV
							#leader = ROOT
							troops = {
								light_infantry = { 1292 1292 }
								heavy_infantry = { 3245 3245 }
								archers = { 226 226 }
							}
							disband_on_peace = yes
							cannot_inherit = yes
							attrition = 0.5
						}
						spawn_unit = {
							province = 57 # York
							owner = PREV
							#leader = ROOT
							troops = {
								light_infantry = { 1292 1292 }
								heavy_infantry = { 3245 3245 }
								archers = { 226 226 }
							}
							disband_on_peace = yes
							cannot_inherit = yes
							attrition = 0.5
						}
					}
					
					
					
					if = {
						limit = {
							character = 40605 #Rurik Sword5 Legendary Warrior			
						}
						spawn_unit = {
							province = 414
							owner = PREV
							#leader = ROOT
							troops = {
								light_infantry = { 325 325 }
								heavy_infantry = { 216 216 }
								archers = { 72 72 }
							}
							reinforces = yes
							reinforce_rate_multiplier = 1
							attrition = 0.0
						}
						spawn_unit = {
							province = 414
							owner = PREV
							#leader = ROOT
							troops = {
								light_infantry = { 286 286 }
								heavy_infantry = { 119 119 }
								archers = { 122 122 }
							}
							reinforces = yes
							reinforce_rate_multiplier = 1
							attrition = 0.0
						}
						spawn_unit = {
							province = 414
							owner = PREV
							#leader = ROOT
							troops = {
								light_infantry = { 301 301 }
								heavy_infantry = { 233 233 }
								archers = { 89 89 }
							}
							reinforces = yes
							reinforce_rate_multiplier = 1
							attrition = 0.0
						}
						add_trait = swordsman5
						add_trait = duel_legend
						add_trait = combat_exp
						set_character_flag = wpn
					}
					
					if = {
						limit = {
							character = 7627 #Alfred					
						}
						add_trait = swordsman5
						
						add_trait = strategist
						add_trait = inspiring_leader
						add_trait = combat_exp
						health = 2
						set_character_flag = wpn
						set_character_flag = h_cmd
					}
					
					if = {
						limit = {
							character = 163112 #Whiteshirt Spear4
							
						}
						add_trait = spear4
						add_trait = combat_exp
						add_trait = ravager
						add_trait = flanker
						add_trait = light_foot_leader
						set_character_flag = wpn
					}
					
					if = {
						limit = {
							character = 999999 #Guthie
							
						}
						set_character_flag = h_cmd
						add_trait = axe5
						add_trait = combat_exp
						
						set_character_flag = wpn
					}
					
					if = {
						limit = {
							character = 6878 #Haestein Axe4
						}
						add_trait = axe4
						add_trait = combat_exp
						set_character_flag = wpn
					}
					if = {
						limit = {
							character = 163119 #Ubbe Axe5
						}
						add_trait = axe5
						add_trait = combat_exp
						add_trait = robust
						add_trait = ravager
						set_character_flag = wpn
					}
					
					
					if = {
						limit = {
							OR = {
								character = 30228 #Louis Sword4
								character = 159136 #Arpad Sword4
								character = 144000 #Harald Sword4
							}
							
						}
						add_trait = swordsman4
						add_trait = combat_exp
						set_character_flag = wpn
					}
					
					if = {
						limit = {
							character = 40606 #Oleg Sword4
						}
						add_trait = swordsman4
						add_trait = combat_exp
						remove_trait = legit_bastard
						add_trait = kin_by_oath
						set_character_flag = wpn
						give_nickname = nick_the_seer
					}
					
					if = {
						limit = {
							character = 167782 #Rorik
						}
						add_trait = mace4
						add_trait = combat_exp
						add_trait = ambitious
						add_trait = envious
						add_trait = robust
						set_character_flag = wpn
					}
					if = {
						limit = {
							OR = {
								character = 159136 #Arpad Sword4
								character = 40606
							}
						}
						change_diplomacy = 2
						change_martial = 3
						health = 2
					}
					
					
					if = {
						limit = {
							character = 168246
						}
						
						add_trait = mace4
						add_trait = combat_exp
						add_trait = holy_warrior
						add_trait = wroth
						set_character_flag = wpn
						give_nickname = nick_the_monk_warrior
						add_trait = monk
						any_demesne_title = {
							limit = {
								title = d_anjou
							}
							succession_w_cooldown = feudal_elective

						}
					}
					
					if = {
						limit = {
							character = 7908
						}
						add_trait = spear3
						add_trait = combat_exp
						add_trait = brave
						add_trait = robust
						add_trait = honest
						add_trait = diligent
						add_trait = sympathy_pagans
						remove_trait = chaste
						fertility = 0.5
						add_betrothal = 7912
						give_nickname = nick_the_illustrious
						set_character_flag = wpn
						set_character_flag = h_cmd
						any_demesne_title = {
							limit = {
								title = d_saxony
							}
							succession_w_cooldown = elective_gavelkind

						}
					}
					
					
					
					if = {
						limit = {
							character = 166774
						}
						add_trait = mongol_bow4
						set_character_flag = bow
						add_trait = sharp_shooter
						set_character_flag = wpn
						spawn_unit = { #From Destruction of Qom Kingdom
							province = 1446
							owner = PREV
							#leader = ROOT
							troops = {
								light_cavalry = { 992 992 }
								horse_archers = { 645 645 }
							}
							attrition = 0.5
						}
					}
					
					if = {
						limit = {
							character = 34872
						}
						add_trait = mongol_bow4
						set_character_flag = bow
						add_trait = sharp_shooter
						set_character_flag = wpn
						spawn_unit = {
							province = 1424
							owner = PREV
							#leader = ROOT
							troops = {
								light_cavalry = { 591 591 }
								horse_archers = { 343 343 }
							}
							attrition = 0.5
						}
						spawn_unit = {
							province = 1424
							owner = PREV
							#leader = ROOT
							troops = {
								light_cavalry = { 591 591 }
								horse_archers = { 343 343 }
							}
							attrition = 0.5
						}
						spawn_unit = {
							province = 1424
							owner = PREV
							#leader = ROOT
							troops = {
								light_cavalry = { 591 591 }
								horse_archers = { 343 343 }
							}
							reinforce_rate_multiplier = 0.02
							attrition = 0.0
						}
					}
					if = {
						limit = {
							character = 74029
						}
						add_trait = mongol_bow5
						set_character_flag = bow
						add_trait = sharp_shooter
						set_character_flag = wpn
						
					}
					if = {
						limit = {
							character = 180262
						}
						add_trait = mongol_bow5
						set_character_flag = bow
						add_trait = sharp_shooter
						add_trait = stealth_assassin
						set_character_flag = wpn
						spawn_unit = {
							province = 897
							owner = PREV
							#leader = ROOT
							troops = {
								light_cavalry = { 791 791 }
								horse_archers = { 443 443 }
							}
							attrition = 0.5
						}
					}
					if = {
						limit = {
							character = 163096
						}
						add_trait = archery4
						set_character_flag = bow
						add_trait = sharp_shooter
						set_character_flag = wpn
						spawn_unit = {
							province = 339
							owner = PREV
							#leader = ROOT
							troops = {
								light_infantry = { 892 892 }
								camel_cavalry = { 343 343 }
							}
							disband_on_peace = yes
							attrition = 0.5
						}
						spawn_unit = {
							province = 339
							owner = PREV
							#leader = ROOT
							troops = {
								light_infantry = { 581 581 }
								heavy_infantry = { 143 143 }
							}
							disband_on_peace = yes
							attrition = 0.5
						}
						spawn_unit = {
							province = 339
							owner = PREV
							#leader = ROOT
							troops = {
								light_infantry = { 922 922 }
								heavy_infantry = { 143 143 }
							}
							disband_on_peace = yes
							attrition = 0.5
						}
						spawn_unit = {
							province = 339
							owner = PREV
							#leader = ROOT
							troops = {
								archers = { 725 725 }
								pikemen = { 123 123 }
							}
							disband_on_peace = yes
							attrition = 0.5
						}
						spawn_unit = {
							province = 339
							owner = PREV
							#leader = ROOT
							troops = {
								archers = { 825 825 }
								heavy_infantry = { 123 123 }
							}
							
							attrition = 0.5
						}
						spawn_unit = {
							province = 339
							owner = PREV
							#leader = ROOT
							troops = {
								archers = { 825 825 }
								heavy_infantry = { 323 323 }
							}
							disband_on_peace = yes
							attrition = 0.5
						}
					}
					
				}
			}
			
		}
		
		
		if = {
			limit = {
				year = 967
			}
			any_playable_ruler = {
				limit = {NOT = {has_dynasty_flag = dynasty_trait}}
				if = {
					limit = {dynasty = 678}
					set_dynasty_flag = dynasty_trait
					set_dynasty_flag = valour_dynasty
					
					if = {
						limit = {adult = yes}
						add_trait = valour_dynasty
					}
					any_dynasty_member_even_if_dead = {
						limit = {
							NOT = {
								is_adult = no
							}
						}
						add_trait = valour_dynasty
					}
				}
				if = {
					limit = {dynasty = 591}
					set_dynasty_flag = dynasty_trait
					set_dynasty_flag = strength_dynasty
					if = {
						limit = {adult = yes}
						add_trait = strength_dynasty
					}
					any_dynasty_member_even_if_dead = {
						limit = {
							NOT = {
								is_adult = no
							}
						}
						add_trait = strength_dynasty
					}
				}
				if = {
					limit = {dynasty = 25061}
					set_dynasty_flag = dynasty_trait
					set_dynasty_flag = prestige_dynasty
					if = {
						limit = {adult = yes}
						add_trait = prestige_dynasty
					}
					any_dynasty_member_even_if_dead = {
						limit = {
							NOT = {
								is_adult = no
							}
						}
						add_trait = prestige_dynasty
					}
				}
				
				if = {
					limit = {dynasty = 743}
					set_dynasty_flag = dynasty_trait
					set_dynasty_flag = family_dynasty
					if = {
						limit = {adult = yes}
						add_trait = family_dynasty
					}
					any_dynasty_member_even_if_dead = {
						limit = {
							NOT = {
								is_adult = no
							}
						}
						add_trait = family_dynasty
					}
				}
				
				if = {
					limit = {dynasty = 51}
					set_dynasty_flag = dynasty_trait
					set_dynasty_flag = noble_dynasty
					if = {
						limit = {adult = yes}
						add_trait = noble_dynasty
					}
					any_dynasty_member_even_if_dead = {
						limit = {
							NOT = {
								is_adult = no
							}
						}
						add_trait = noble_dynasty
					}
				}
				
				if = {
					limit = {dynasty = 752}
					set_dynasty_flag = dynasty_trait
					set_dynasty_flag = strength_dynasty
					if = {
						limit = {adult = yes}
						add_trait = strength_dynasty
					}
					any_dynasty_member_even_if_dead = {
						limit = {
							NOT = {
								is_adult = no
							}
						}
						add_trait = strength_dynasty
					}
				}
				if = {
					limit = {dynasty = 502}
					set_dynasty_flag = dynasty_trait
					set_dynasty_flag = valour_dynasty
					if = {
						limit = {adult = yes}
						add_trait = valour_dynasty
					}
					any_dynasty_member_even_if_dead = {
						limit = {
							NOT = {
								is_adult = no
							}
						}
						add_trait = valour_dynasty
					}
				}
				
				if = {
					limit = {dynasty = 499}
					set_dynasty_flag = dynasty_trait
					set_dynasty_flag = honour_dynasty
					if = {
						limit = {adult = yes}
						add_trait = honour_dynasty
					}
					any_dynasty_member_even_if_dead = {
						limit = {
							NOT = {
								is_adult = no
							}
						}
						add_trait = honour_dynasty
					}
				}
				
				if = {
					limit = {dynasty = 20084}
					set_dynasty_flag = dynasty_trait
					set_dynasty_flag = ruthless_dynasty
					if = {
						limit = {adult = yes}
						add_trait = ruthless_dynasty
					}
					any_dynasty_member_even_if_dead = {
						limit = {
							NOT = {
								is_adult = no
							}
						}
						add_trait = ruthless_dynasty
					}
				}
				
				if = {
					limit = {dynasty = 442}
					set_dynasty_flag = dynasty_trait
					set_dynasty_flag = family_dynasty
					if = {
						limit = {adult = yes}
						add_trait = family_dynasty
					}
					any_dynasty_member_even_if_dead = {
						limit = {
							NOT = {
								is_adult = no
							}
						}
						add_trait = family_dynasty
					}
				}
				
				if = {
					limit = {dynasty = 613}
					set_dynasty_flag = dynasty_trait
					set_dynasty_flag = strength_dynasty
					if = {
						limit = {adult = yes}
						add_trait = strength_dynasty
					}
					any_dynasty_member_even_if_dead = {
						limit = {
							NOT = {
								is_adult = no
							}
						}
						add_trait = strength_dynasty
					}
				}
				
				if = {
					limit = {dynasty = 589}
					set_dynasty_flag = dynasty_trait
					set_dynasty_flag = faith_dynasty
					if = {
						limit = {adult = yes}
						add_trait = faith_dynasty
					}
					any_dynasty_member_even_if_dead = {
						limit = {
							NOT = {
								is_adult = no
							}
						}
						add_trait = faith_dynasty
					}
				}
				
				if = {
					limit = {dynasty = 633}
					set_dynasty_flag = dynasty_trait
					set_dynasty_flag = freedom_dynasty
					if = {
						limit = {adult = yes}
						add_trait = freedom_dynasty
					}
					any_dynasty_member_even_if_dead = {
						limit = {
							NOT = {
								is_adult = no
							}
						}
						add_trait = freedom_dynasty
					}
				}
				
				if = {
					limit = {dynasty = 708}
					set_dynasty_flag = dynasty_trait
					set_dynasty_flag = strength_dynasty
					if = {
						limit = {adult = yes}
						add_trait = strength_dynasty
					}
					any_dynasty_member_even_if_dead = {
						limit = {
							NOT = {
								is_adult = no
							}
						}
						add_trait = strength_dynasty
					}
				}
				
				if = {
					limit = {dynasty = 699}
					set_dynasty_flag = dynasty_trait
					set_dynasty_flag = longevity_dynasty
					if = {
						limit = {adult = yes}
						add_trait = longevity_dynasty
					}
					any_dynasty_member_even_if_dead = {
						limit = {
							NOT = {
								is_adult = no
							}
						}
						add_trait = longevity_dynasty
					}
				}
				
				if = {
					limit = {dynasty = 651}
					set_dynasty_flag = dynasty_trait
					set_dynasty_flag = mercy_dynasty
					if = {
						limit = {adult = yes}
						add_trait = mercy_dynasty
					}
					any_dynasty_member_even_if_dead = {
						limit = {
							NOT = {
								is_adult = no
							}
						}
						add_trait = mercy_dynasty
					}
				}
				
				if = {
					limit = {dynasty = 681}
					set_dynasty_flag = dynasty_trait
					set_dynasty_flag = family_dynasty
					if = {
						limit = {adult = yes}
						add_trait = family_dynasty
					}
					any_dynasty_member_even_if_dead = {
						limit = {
							NOT = {
								is_adult = no
							}
						}
						add_trait = family_dynasty
					}
				}
				
				if = {
					limit = {dynasty = 1687}
					set_dynasty_flag = dynasty_trait
					set_dynasty_flag = family_dynasty
					if = {
						limit = {adult = yes}
						add_trait = family_dynasty
					}
					any_dynasty_member_even_if_dead = {
						limit = {
							NOT = {
								is_adult = no
							}
						}
						add_trait = family_dynasty
					}
				}
				
				if = {
					limit = {dynasty = 705}
					set_dynasty_flag = dynasty_trait
					set_dynasty_flag = family_dynasty
					if = {
						limit = {adult = yes}
						add_trait = family_dynasty
					}
					any_dynasty_member_even_if_dead = {
						limit = {
							NOT = {
								is_adult = no
							}
						}
						add_trait = family_dynasty
					}
				}
				
				if = {
					limit = {dynasty = 100204}
					set_dynasty_flag = dynasty_trait
					set_dynasty_flag = passion_dynasty
					if = {
						limit = {adult = yes}
						add_trait = passion_dynasty
					}
					any_dynasty_member_even_if_dead = {
						limit = {
							NOT = {
								is_adult = no
							}
						}
						add_trait = passion_dynasty
					}
				}
				
				if = {
					limit = {dynasty = 81}
					set_dynasty_flag = dynasty_trait
					set_dynasty_flag = freedom_dynasty
					if = {
						limit = {adult = yes}
						add_trait = freedom_dynasty
					}
					any_dynasty_member_even_if_dead = {
						limit = {
							NOT = {
								is_adult = no
							}
						}
						add_trait = freedom_dynasty
					}
				}
				
				if = {
					limit = {dynasty = 723}
					set_dynasty_flag = dynasty_trait
					set_dynasty_flag = noble_dynasty
					if = {
						limit = {adult = yes}
						add_trait = noble_dynasty
					}
					any_dynasty_member_even_if_dead = {
						limit = {
							NOT = {
								is_adult = no
							}
						}
						add_trait = noble_dynasty
					}
				}
				
				if = {
					limit = {dynasty = 106}
					set_dynasty_flag = dynasty_trait
					set_dynasty_flag = passion_dynasty
					if = {
						limit = {adult = yes}
						add_trait = passion_dynasty
					}
					any_dynasty_member_even_if_dead = {
						limit = {
							NOT = {
								is_adult = no
							}
						}
						add_trait = passion_dynasty
					}
				}
				
				if = {
					limit = {dynasty = 634}
					set_dynasty_flag = dynasty_trait
					set_dynasty_flag = passion_dynasty
					if = {
						limit = {adult = yes}
						add_trait = passion_dynasty
					}
					any_dynasty_member_even_if_dead = {
						limit = {
							NOT = {
								is_adult = no
							}
						}
						add_trait = passion_dynasty
					}
				}
				
				if = {
					limit = {dynasty = 487}
					set_dynasty_flag = dynasty_trait
					set_dynasty_flag = passion_dynasty
					if = {
						limit = {adult = yes}
						add_trait = passion_dynasty
					}
					any_dynasty_member_even_if_dead = {
						limit = {
							NOT = {
								is_adult = no
							}
						}
						add_trait = passion_dynasty
					}
				}
			}
		}
		
		if = {
			limit = {
				year = 1070
				NOT = {year = 1120}
			}
			any_character = {
				if = {
					limit = {
						character = 202511
						is_adult = yes
					}
					add_artifact = legbiter
					add_trait = combat_exp
					add_trait = swordsman2
					set_character_flag = wpn
				}
			}
		}
		
		if = {
			limit = {
				year = 1100
				NOT = {year = 1200}
			}
			any_character = {
				if = {
					limit = {
						character = 107590
						is_adult = yes
					}
					add_artifact = colada
					add_artifact = tizona
					add_trait = combat_exp
					add_trait = swordsman4
					set_character_flag = wpn
				}
			}
		}
		
		any_playable_ruler = {
			limit = {
				OR = {
					is_merchant_republic = yes
					is_republic = no
				}
				is_theocracy = no
				is_tribal = no
				primary_title = {
					is_vice_royalty = no
				}
			}
			random_list = {
				10 = {
					modifier = {
						factor = 0
						stewardship = 8
					}
				}
				10 = {
					modifier = {
						factor = 0
						trait = wroth
					}
					modifier = {
						factor = 0
						NOT = {stewardship = 8}
					}
					set_character_flag = hgh
					add_trait = gentle_foals
				}
				10 = {
					modifier = {
						factor = 0
						trait = patient
					}
					modifier = {
						factor = 0
						NOT = {stewardship = 8}
					}
					set_character_flag = hgh
					add_trait = snappy_foals
				}
				10 = {
					modifier = {
						factor = 0
						trait = kind
					}
					modifier = {
						factor = 0
						NOT = {stewardship = 8}
					}
					set_character_flag = hgh
					add_trait = trouble_foals
				}
				10 = {
					modifier = {
						factor = 0
						NOT = {stewardship = 12}
					}
					modifier = {
						factor = 0
						NOT = {trait = wroth}
					}
					set_character_flag = hgh
					add_trait = mount1
				}
				10 = {
					modifier = {
						factor = 0
						NOT = {stewardship = 15}
					}
					modifier = {
						factor = 0
						NOT = {trait = wroth}
					}
					set_character_flag = hgh
					add_trait = mount2
				}
				10 = {
					modifier = {
						factor = 0
						NOT = {stewardship = 20}
					}
					modifier = {
						factor = 0
						NOT = {trait = wroth}
					}
					set_character_flag = hgh
					add_trait = mount3
				}
				10 = {
					modifier = {
						factor = 0
						NOT = {stewardship = 12}
					}
					modifier = {
						factor = 0
						NOT = {trait = cruel}
					}
					set_character_flag = hgh
					add_trait = mount_cav1
				}
				10 = {
					modifier = {
						factor = 0
						NOT = {stewardship = 15}
					}
					modifier = {
						factor = 0
						NOT = {trait = cruel}
					}
					set_character_flag = hgh
					add_trait = mount_cav2
				}
				10 = {
					modifier = {
						factor = 0
						NOT = {stewardship = 20}
					}
					modifier = {
						factor = 0
						NOT = {trait = cruel}
					}
					set_character_flag = hgh
					add_trait = mount_cav3
				}
				10 = {
					modifier = {
						factor = 0
						NOT = {stewardship = 12}
					}
					modifier = {
						factor = 0
						NOT = {trait = diligent}
					}
					set_character_flag = hgh
					add_trait = mount_morale1
				}
				10 = {
					modifier = {
						factor = 0
						NOT = {stewardship = 15}
					}
					modifier = {
						factor = 0
						NOT = {trait = diligent}
					}
					set_character_flag = hgh
					add_trait = mount_morale2
				}
				10 = {
					modifier = {
						factor = 0
						NOT = {stewardship = 20}
					}
					modifier = {
						factor = 0
						NOT = {trait = diligent}
					}
					set_character_flag = hgh
					add_trait = mount_morale3
				}
			}
			
			
		}
		
		
		any_character = {
			if = {
				limit = {
					OR = {
						dynasty = none
						father_even_if_dead = {
							dynasty = none
						}
					}
				}
				add_trait = born_lowborn
			}
		}
		
		any_independent_ruler = {

			any_realm_character = {
				limit = {
					is_adult = yes
					NOT = {has_character_flag = wpn}
					OR = {
						is_ruler = no
						AND = {
							is_theocracy = no
							OR = {
								is_republic = no
								liege = {is_patrician = yes}
							}
						}
					}
				}
				
				if = {
					limit = {
						holy_order = yes
					}
					add_trait = holy_order_leader
					if = {
						limit = {NOT = {dynasty = none}}
						add_trait = became_holy_order
					}
					any_courtier = {
						if = {
							limit = {NOT = {dynasty = none}}
							add_trait = became_holy_order
						}
					}
				}
				if = {
					limit = {
						mercenary = yes
					}
					add_trait = mercenary_leader
					if = {
						limit = {
							ROOT = {has_landed_title = d_varangian_guard}
						}
						add_character_modifier = { 
							name = launched_prepared_invasion
							hidden = yes
							days = -1 
						}
					}
				}
				
				if = {
					limit = {
						dynasty = none
						has_job_title = job_chancellor
						is_ruler = no
					}
					dynasty = father_bastard
				}
				if = {
					limit = {
						is_councillor = yes
						NOT = {has_job_title = job_spiritual}
					}
					character_event = {id = BCK.12000}
				}
				if = {
					limit = {
						OR = {
							is_patrician = yes
							liege = {
								is_patrician = yes
							}
						}
						NOT = {trait = born_in_temple}
					}
					add_trait = grew_up_city
					add_trait = born_in_town
				}
				set_character_flag = wpn
				random_list = {
					5 = {
						modifier = {
							factor = 200
							is_female = yes
						}
						modifier = {
							factor = 20
							NOT = {
								trait = brilliant_strategist
								trait = skilled_tactician
								trait = tough_soldier
								trait = nimble_fighter
								trait = immortal_warlord
								trait = misguided_warrior
							}
						}
						clr_character_flag = wpn
					}
					
					30 = {
						modifier = {
							factor = 0
							is_female = yes
						}
						modifier = {
							factor = 0
							NOT = {
								culture_group = altaic
								culture_group = iranian
								culture_group = arabic
								culture_group = east_african
							}
						}
						add_trait = scimitar1
					}
					
					10 = {
						modifier = {
							factor = 0
							is_female = yes
						}
						modifier = {
							factor = 0
							NOT = {
								culture_group = altaic
								culture_group = iranian
								culture_group = arabic
								culture_group = east_african
							}
						}
						modifier = {
							factor = 2
							age = 30
						}
						modifier = {
							factor = 2
							OR = {
								trait = brilliant_strategist
								trait = skilled_tactician
								trait = nimble_fighter
								trait = immortal_warlord
							}
						}
						
						add_trait = scimitar2
						add_trait = combat_exp
					}
					
					10 = {
						modifier = {
							factor = 0
							is_female = yes
						}
						modifier = {
							factor = 3
							age = 50
						}
						modifier = {
							factor = 0
							NOT = {
								culture_group = altaic
								culture_group = iranian
								culture_group = arabic
								culture_group = east_african
							}
						}
						modifier = {
							factor = 10
							OR = {
								trait = skilled_tactician
								trait = brilliant_strategist
							}
						}
						add_trait = scimitar3
						add_trait = combat_exp
					}
					
					30 = {
						modifier = {
							factor = 0
							OR = {
								culture_group = altaic
								culture_group = iranian
								culture_group = arabic
								culture_group = east_african
							}
						}
						add_trait = swordsman1
						
					}
					10 = {
						modifier = {
							factor = 0
							is_female = yes
						}
						modifier = {
							factor = 0
							OR = {
								culture_group = altaic
								culture_group = iranian
								culture_group = arabic
								culture_group = east_african
							}
						}
						modifier = {
							factor = 2
							age = 30
						}
						modifier = {
							factor = 2
							OR = {
								trait = brilliant_strategist
								trait = skilled_tactician
								trait = nimble_fighter
								trait = immortal_warlord
							}
						}
						add_trait = swordsman2
						add_trait = combat_exp
					}
					10 = {
						modifier = {
							factor = 0
							is_female = yes
						}
						modifier = {
							factor = 0
							OR = {
								culture_group = altaic
								culture_group = iranian
								culture_group = arabic
								culture_group = east_african
							}
						}
						modifier = {
							factor = 10
							OR = {
								trait = skilled_tactician
								trait = brilliant_strategist
							}
						}
						modifier = {
							factor = 3
							age = 50
						}
						add_trait = swordsman3
						add_trait = combat_exp
					}
					10 = {
						modifier = {
							factor = 10
							is_female = yes
						}
						modifier = {
							factor = 0
							NOT = {intrigue = 10}
						}
						modifier = {
							factor = 0
							higher_tier_than = COUNT
						}
						modifier = {
							factor = 0
							OR = {
								culture = mongol
								culture = english
								culture = welsh
							}
						}
						add_trait = archery1
						set_character_flag = bow
					}
					5 = {
						modifier = {
							factor = 0
							is_female = yes
						}
						modifier = {
							factor = 0
							NOT = {intrigue = 10}
						}
						modifier = {
							factor = 0
							higher_tier_than = COUNT
						}
						modifier = {
							factor = 0
							OR = {
								culture = mongol
								culture = english
								culture = welsh
							}
						}
						add_trait = archery2
						add_trait = sharp_shooter
						set_character_flag = bow
					}
					5 = {
						modifier = {
							factor = 0
							is_female = yes
						}
						modifier = {
							factor = 0
							NOT = {intrigue = 10}
						}
						modifier = {
							factor = 0
							higher_tier_than = COUNT
						}
						modifier = {
							factor = 0
							is_female = yes
						}
						modifier = {
							factor = 0
							OR = {
								culture = mongol
								culture = english
								culture = welsh
							}
						}
						add_trait = archery3
						add_trait = sharp_shooter
						set_character_flag = bow
					}
					50 = {
						modifier = {
							factor = 0
							NOT = {
								culture = hungarian
								culture = bolghar
								culture = alan
							}
						}
						add_trait = fokos1
						
					}
					
					50 = {
						modifier = {
							factor = 1.5
							age = 30
						}
						modifier = {
							factor = 0
							NOT = {
								culture = hungarian
								culture = bolghar
								culture = alan
							}
						}
						modifier = {
								factor = 0
								is_female = yes
							}
						modifier = {
							factor = 2
							OR = {
								trait = brilliant_strategist
								trait = skilled_tactician
								trait = nimble_fighter
								trait = immortal_warlord
							}
						}
						add_trait = fokos2
						add_trait = combat_exp
					}
					50 = {
						modifier = {
							factor = 2
							age = 50
						}
						modifier = {
							factor = 0
							NOT = {
								culture = hungarian
								culture = bolghar
								culture = alan
							}
						}
						modifier = {
								factor = 0
								is_female = yes
							}
						modifier = {
							factor = 10
							OR = {
								trait = nimble_fighter
								trait = immortal_warlord
							}
						}
						add_trait = fokos3
						add_trait = combat_exp
					}
					5 = {
						modifier = {
							factor = 0
							higher_tier_than = DUKE
						}
						modifier = {
							factor = 0
							OR = {
								culture = hungarian
								culture = bolghar
								culture = alan
							}
						}
						add_trait = axe1
						
					}
					
					5 = {
						modifier = {
							factor = 1.5
							age = 30
						}
						modifier = {
							factor = 0
							higher_tier_than = DUKE
						}
						modifier = {
							factor = 0
							OR = {
								culture = hungarian
								culture = bolghar
								culture = alan
							}
						}
						modifier = {
								factor = 0
								is_female = yes
							}
						modifier = {
							factor = 2
							OR = {
								trait = brilliant_strategist
								trait = skilled_tactician
								trait = nimble_fighter
								trait = immortal_warlord
							}
						}
						add_trait = axe2
						add_trait = combat_exp
					}
					5 = {
						modifier = {
							factor = 2
							age = 50
						}
						modifier = {
							factor = 0
							higher_tier_than = DUKE
						}
						modifier = {
							factor = 0
							OR = {
								culture = hungarian
								culture = bolghar
								culture = alan
							}
						}
						modifier = {
								factor = 0
								is_female = yes
							}
						modifier = {
							factor = 10
							OR = {
								trait = nimble_fighter
								trait = immortal_warlord
							}
						}
						add_trait = axe3
						add_trait = combat_exp
					}
					5 = {
						modifier = {
							factor = 0
							higher_tier_than = DUKE
						}
						add_trait = mace1
					}
					5 = {
						modifier = {
							factor = 1.5
							age = 30
						}
						modifier = {
							factor = 0
							higher_tier_than = DUKE
						}
						modifier = {
							factor = 2
							OR = {
								trait = brilliant_strategist
								trait = skilled_tactician
								trait = nimble_fighter
								trait = immortal_warlord
							}
						}
						add_trait = mace2
						add_trait = combat_exp
					}
					5 = {
						modifier = {
							factor = 2.0
							age = 50
						}
						modifier = {
							factor = 0
							higher_tier_than = DUKE
						}
						modifier = {
							factor = 10
							OR = {
								trait = nimble_fighter
								trait = immortal_warlord
							}
						}
						add_trait = mace3
						add_trait = combat_exp
					}
					400 = {
						modifier = {
							factor = 0
							is_female = yes
						}
						modifier = {
							factor = 0
							NOT = {intrigue = 10}
						}
						modifier = {
							factor = 0
							NOT = {culture = mongol}
						}
						
						add_trait = mongol_bow1
						set_character_flag = bow
						
					}
					100 = {
						modifier = {
							factor = 0
							is_female = yes
						}
						modifier = {
							factor = 0
							NOT = {culture = mongol}
						}
						modifier = {
							factor = 0
							NOT = {intrigue = 10}
						}
						modifier = {
							factor = 1.5
							age = 30
						}
						add_trait = mongol_bow2
						set_character_flag = bow
						add_trait = sharp_shooter
					}
					50 = {
						modifier = {
							factor = 0
							is_female = yes
						}
						modifier = {
							factor = 0
							NOT = {culture = mongol}
						}
						modifier = {
							factor = 0
							NOT = {intrigue = 10}
						}
						modifier = {
							factor = 2
							age = 50
						}
						add_trait = mongol_bow3
						set_character_flag = bow
						add_trait = sharp_shooter
					}
					800 = {
						modifier = {
							factor = 0
							is_female = yes
						}
						modifier = {
							factor = 0
							NOT = {intrigue = 10}
						}
						modifier = {
							factor = 0
							NOT = {
								culture = english
								culture = welsh
							}
						}
						
						add_trait = longbow1
						set_character_flag = bow
						
					}
					500 = {
						modifier = {
							factor = 0
							is_female = yes
						}
						modifier = {
							factor = 0
							NOT = {intrigue = 10}
						}
						modifier = {
							factor = 0
							NOT = {
								culture = english
								culture = welsh
							}
						}
						modifier = {
							factor = 1.5
							age = 30
						}
						add_trait = longbow2
						set_character_flag = bow
						add_trait = sharp_shooter
					}
					30 = {
						modifier = {
							factor = 0
							is_female = yes
						}
						modifier = {
							factor = 0
							NOT = {intrigue = 10}
						}
						modifier = {
							factor = 0
							NOT = {
								culture = english
								culture = welsh
							}
						}
						modifier = {
							factor = 2
							age = 50
						}
						add_trait = longbow3
						set_character_flag = bow
						add_trait = sharp_shooter
					}
				}
			
			
				if = {
					limit = {
						independent = no
						
					}
					
					if = {
						limit = {has_job_title = job_chancellor}
						add_trait = councillor_position
					}
					if = {
						limit = {has_job_title = job_marshal}
						add_trait = perk_other1
					}
					if = {
						limit = {has_job_title = job_treasurer}
						add_trait = perk_other2
					}
					
					if = {
						limit = {has_job_title = job_spymaster}
						add_trait = perk_other3
					}
					if = {
						limit = {has_job_title = job_spiritual}
						add_trait = perk_other4
					}
				}
			}		
		}
		
	
	}
	
}
