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

# p0 background
0 = {
	0 = { # castle 1
		factor = 1
		modifier = { #Drogon
			factor = 0
			culture = dragon
			NOT = { trait = dragon_1 }
		}
		modifier = {
			factor = 0
			OR = {
				culture = wildling
				culture = moon_clansman
				culture = dothraki
				culture = lhazareen
				is_nomadic = yes
			}
		}
	}

	1 = { #throne room
		factor = 50
		modifier = { #Balerion
			factor = 0
			culture = dragon
			NOT = { character = 77990001 }
		}
		modifier = {
			factor = 0
			NOT = { tier = king }
			NOT = { tier = emperor }
			NOT = { culture = dragon }
		}
		modifier = {
			factor = 0
			OR = {
				culture_group = first_men
				culture = ironborn
				culture = wildling
				culture = moon_clansman
				culture = dothraki
				culture = lhazareen
				is_nomadic = yes
			}
		}
	}

	2 = { # dungeon
		factor = 100
		modifier = { #Rhaegal
			factor = 0
			culture = dragon
			NOT = { trait = dragon_2 }
		}
		modifier = {
			factor = 0
			AND = {
				prisoner = no
				NOT = { trait = impaler }
			}
			NOT = { culture = dragon }
			NOT = { death_reason = death_dungeon }
		}
		modifier = {
			factor = 0
			OR = {
				culture = wildling
				culture = moon_clansman
				culture = dothraki
				culture = lhazareen
			}
		}
	}

	3 = { # forest
		factor = 1
		modifier = { #Viserion
			factor = 0
			culture = dragon
			NOT = { trait = dragon_3 }
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon }
			AND = {
				NOT = { culture_group = first_men }
				NOT = { culture_group = free_folk }
				NOT = { culture = moon_clansman }
				NOT = { culture_group = dothraki_group }
				NOT = { culture_group = summer_islands }
				NOT = { culture_group = ibbenese }
				NOT = { culture_group = sothoryos_islands }				
			}
		}
	}

	4 = { # bed
		factor = 100
		modifier = {
			factor = 0
			culture = dragon
			NOT = { trait = dragon_4 }
		}
		modifier = {
			factor = 0
			is_alive = yes
			NOT = { trait = incapable }
			NOT = { trait = infirm }
			NOT = { culture = dragon }
		}
		modifier = {
			factor = 0.001
			OR = {
				death_sacrificed_trigger = yes
				death_reason = death_battle
				death_execution_trigger = yes
				death_reason = death_dungeon
			}
		}
		modifier = {
			factor = 0.02
			trait = infirm
		}
		modifier = {
			factor = 0
			OR = {
				culture = wildling
				culture = moon_clansman
				culture = dothraki
				culture = lhazareen
			}
		}
	}
	
	5 = { # tavern
		factor = 40
		modifier = { 
			factor = 0
			culture = dragon #Silver/Metal
			NOT = { trait = dragon_5 }
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon }
			NOR = {
				trait = drunkard
				trait = gluttonous
				AND = {
					trait = hedonist
					NOT = { trait = impaler }
				}
			}
		}
		modifier = {
			factor = 0
			OR = {
				culture = wildling
				culture = moon_clansman
				culture = dothraki
				culture = lhazareen
			}
		}
	}
	
	6 = { # military camp
		factor = 100
		modifier = { #Silverwing
			factor = 0
			culture = dragon
			NOT = { trait = dragon_6 }
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon }
			OR = {
				AND = {
					is_alive = yes
					in_command = no
					NOT = { has_job_title  = job_marshal }
					NOT = { government = military_command_government }
				}
				AND = {
					is_alive = no
					NOT = { death_reason = death_battle }
				}
			}
		}
		modifier = {
			factor = 0.05
			is_alive = yes
			in_command = no
		}
	}
	7 = { # Dolmen
		factor = 5
		modifier = { #Vermithor
			factor = 0
			culture = dragon
			NOT = { trait = dragon_7 }
		}
		modifier = {
			factor = 100
			is_alive = no
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon }
			AND = {
				NOT = { culture_group = free_folk }
				NOT = { culture = moon_clansman }
			}
		}
		modifier = {
			factor = 2
			is_priest = yes
		}
	}
	8 = { # Gallows
		factor = 2
		modifier = { #Vhagar
			factor = 0
			culture = dragon
			NOT = { trait = dragon_8 }
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon }
			NOT = { has_minor_title  = title_justice_of_king }
			NOT = { trait = cruel }
			NOT = { trait = impaler }
			NOT = { death_execution_trigger = yes }
		}
		modifier = {
			factor = 20
			OR = {
				trait = impaler
				death_execution_trigger = yes
			}
		}
	}
	9 = { # Church
		factor = 100
		modifier = { #Red
			factor = 0
			culture = dragon
			NOT = { trait = dragon_9 }
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon }
			OR = {
				AND = {
					NOT = { trait = septon }
					NOT = { trait = septa }
					NOT = { trait = silent_sister }
				}
				AND = {
					NOT = { trait = zealous }
					NOT = { religion = the_seven }
				}
			}
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon }
			OR = {
				AND = {
					is_ruler = yes
					AND = {
						NOT = { trait = septon }
						NOT = { trait = septa }
						NOT = { trait = silent_sister }
					}
				}
				AND = {
					is_theocracy = yes
					AND = {
						NOT = { trait = septon }
						NOT = { trait = septa }
						NOT = { trait = silent_sister }
					}
				}
			}
		}
	}
	10 = { # Desert
		factor = 1
		modifier = { #Yellow Syrax
			factor = 0
			culture = dragon
			NOT = { trait = dragon_10 }
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon }
			NOT = { location = { terrain = desert } }
		}
	}
	11 = { # Steppe
		factor = 1
		modifier = { #Golden Sunfyre
			factor = 0
			culture = dragon
			NOT = { trait = dragon_11 }
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon }
			NOT = { culture_group = dothraki_group }
			NOT = { culture = jogos_nhai }
			NOT = { is_nomadic = yes }
		}
		modifier = {
			factor = 10
			is_nomadic = yes
		}
	}
	12 = { # Ocean w ships
		factor = 10
		modifier = { #Blue Tessarion
			factor = 0
			culture = dragon
			NOT = { trait = dragon_12 }
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon }
			NOT = { culture = ironborn }
			NOT = { trait = pirate }
			is_patrician = no
		}
	}
	13 = { # Muslim interior
		factor = 1
		modifier = { #ugly
			factor = 0
			culture = dragon
			NOT = { trait = dragon_13 }
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon }
			NOT = { culture_group = free_cities }
			NOT = { culture_group = ghiscari_group }
			NOT = { culture_group = hyrkoon_group }
			NOT = { culture_group = moraqi_group }
			NOT = { culture_group = qarth_group }
			NOT = { culture_group = asshai_group }
			NOT = { culture_group = yi_ti_group }
		}
	}
	14 = { # Harem
		factor = 1
		modifier = { #white
			factor = 0
			culture = dragon
			NOT = { trait = dragon_14 }
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon }
			NOT = { culture_group = free_cities }
			NOT = { culture_group = ghiscari_group }
			NOT = { culture_group = hyrkoon_group }
			NOT = { culture_group = moraqi_group }
			NOT = { culture_group = qarth_group }
			NOT = { culture_group = asshai_group }
			NOT = { culture_group = yi_ti_group }
		}
	}
	15 = { # Muslim interior 2
		factor = 1
		modifier = { #purple
			factor = 0
			culture = dragon
			NOT = { trait = dragon_15 }
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon }
			NOT = { culture_group = free_cities }
			NOT = { culture_group = ghiscari_group }
			NOT = { culture_group = hyrkoon_group }
			NOT = { culture_group = moraqi_group }
			NOT = { culture_group = qarth_group }
			NOT = { culture_group = asshai_group }
			NOT = { culture_group = yi_ti_group }
		}
	}

	16 = { # Mongol camp 1
		factor = 1
		modifier = { #bright green
			factor = 0
			culture = dragon
			NOT = { trait = dragon_16 }
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon }
			NOT = { culture = dothraki }
			NOT = { culture = jogos_nhai }
		}
	}

	17 = { # Mongol camp 2
		factor = 1
		modifier = { 
			factor = 0
			culture = dragon
			NOT = { trait = dragon_17 }
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon }
			NOT = { culture = dothraki }
			NOT = { culture = jogos_nhai }
		}
	}

	18 = { # Iron Throne
		factor = 1
		modifier = { 
			factor = 0
			culture = dragon
			NOT = { trait = dragon_18 }
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon }
			NOT = { has_landed_title = e_iron_throne }
			NOT = { host = { has_landed_title = e_iron_throne } }
		}
		modifier = {
			factor = 75
			has_landed_title = e_iron_throne
		}
	}

	19 = { # The Wall
		factor = 2
		modifier = { 
			factor = 0
			culture = dragon
			NOT = { trait = dragon_19 }
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon }
			NOT = { location = { region = world_the_wall } }
		}
		modifier = {
			factor = 5
			trait = nightswatch
		}
	}

	20 = { # Pagan human sacrifice
		factor = 1
		modifier = { 
			factor = 0
			culture = dragon
			NOT = { trait = dragon_20 }
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon }
			NOT = { culture = skagosi }
			NOT = { culture_group = hyrkoon_group }
			NOT = { culture_group = moraqi_group }
			NOT = { death_sacrificed_trigger = yes }
		}
		modifier = {
			factor = 1000
			death_sacrificed_trigger = yes
		}
	}
	
	#Extra Dragons
	21 = { #
		factor = 1
		modifier = { 
			factor = 0
			culture = dragon
			NOT = { trait = dragon_21 }
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon }
		}
	}
	22 = { #
		factor = 1
		modifier = { 
			factor = 0
			culture = dragon
			NOT = { trait = dragon_22 }
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon }
		}
	}
	23 = { #
		factor = 1
		modifier = { 
			factor = 0
			culture = dragon
			NOT = { trait = dragon_23 }
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon }
		}
	}
	24 = { #
		factor = 1
		modifier = { 
			factor = 0
			culture = dragon
			NOT = { trait = dragon_24 }
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon }
		}
	}
	25 = { #
		factor = 1
		modifier = { 
			factor = 0
			culture = dragon
			NOT = { trait = dragon_25 }
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon }
		}
	}
	26 = { #
		factor = 1
		modifier = { 
			factor = 0
			culture = dragon
			NOT = { trait = dragon_26 }
		}
		modifier = {
			factor = 0
			NOT = { culture = dragon }
		}
	}
}

# p1 hair
1 = {
	0 = { # Completely bald
		factor = 1
		modifier = {
			factor = 0.1
			is_female = no
			NOT = {
				age = 50
			}
		}
		modifier = {
			factor = 0.1
			is_female = yes
		}
		modifier = {
			factor = 0
			trait = not_a_bear
		}
	}

	1 = { # Black Adder
		factor = 1
	}
	
	2 = { # Page
		factor = 1
	}

	3 = { # Synth
		factor = 1
	}

	4 = { # Long Straight
		factor = 1
	}

	5 = { # Long Curly
		factor = 1
	}

	6 = {  # Tonsure
		factor = 1
		modifier = {
			factor = 0
			is_female = no
			is_ruler = yes
		}
		modifier = {
			factor = 0
			is_female = no
			NOT = { religion_group = christian }
		}
		modifier = {
			factor = 0
			is_female = no
			NOT = { trait = detached_priest }
			NOT = { trait = martial_cleric }
			NOT = { trait = scholarly_theologian }
			NOT = { trait = mastermind_theologian }
			NOT = { has_job_title = job_spiritual }
		}

		modifier = {
			factor = 50
			is_female = no
		}
	}
	
	7 = {  # Short
		factor = 1
	}
	
	8 = { # Short Curly
		factor = 1
	}
	
	9 = {  # Short Uncouth
		factor = 1
		modifier = {
			factor = 5
			religion_group = pagan_group
		}
	}
	
	10 = {  # Long Uncouth
		factor = 1
		modifier = {
			factor = 5
			religion_group = pagan_group
		}
	}
	
	11 = { # Balding
		factor = 1
		modifier = {
			factor = 0.1
			is_female = no
			NOT = {
				age = 50
			}
		}
	}
	
	12 = { # Marine
		factor = 1
		modifier = {
			factor = 0
			trait = not_a_bear
		}
	}
	
	13 = { # Mohawk
		factor = 1
	}
	
	14 = { # Rhaegar's pretty hair
		factor = 1
		modifier = {
			factor = 0
			trait = not_a_bear
		}
	}
}

# p2 base
#2 = {
#}

# p3 clothes
3 = {
	
	0 = { # Royal clothes 1
		factor = 1
		modifier = {
			factor = 3
			OR = {
				tier = EMPEROR
				spouse = { tier = EMPEROR }
			}
		}
		modifier = {
			factor = 0
			NOT = { higher_tier_than = DUKE }
			NOT = { spouse = { higher_tier_than = DUKE } }
			NOT = { has_minor_title = title_prince }
			NAND = {
				culture_group = sarnor_group
				tier = DUKE
			}
		}
	}
	
	1 = { # Royal clothes 2
		factor = 1
		modifier = {
			factor = 3
			OR = {
				tier = EMPEROR
				spouse = { tier = EMPEROR }
			}
		}
		modifier = {
			factor = 0
			NOT = { higher_tier_than = DUKE }
			NOT = { spouse = { higher_tier_than = DUKE } }
			NOT = { has_minor_title = title_prince }
			NAND = {
				culture_group = sarnor_group
				tier = DUKE
			}
		}
	}
	
	2 = { # Royal clothes 3
		factor = 1
		modifier = {
			factor = 3
			OR = {
				tier = EMPEROR
				spouse = { tier = EMPEROR }
			}
		}
		modifier = {
			factor = 0
			NOT = { higher_tier_than = DUKE }
			NOT = { spouse = { higher_tier_than = DUKE } }
			NOT = { has_minor_title = title_prince }
			NAND = {
				culture_group = sarnor_group
				tier = DUKE
			}
		}
	}
	
	3 = { # Noble clothes 1
		factor = 1
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
				trait = maester
				trait = archmaester
			}
		}
		modifier = {
			factor = 100
			AND = {
				is_female = yes
				trait = red_priest
			}
		}
		modifier = {
			factor = 0
			NOT = { trait = red_priest }
			is_ruler = no
			spouse = { is_ruler = no }
			NOT = { has_minor_title = title_prince }
		}
	}
	
	4 = { # Noble clothes 2
		factor = 1
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
				trait = maester
				trait = archmaester
			}
		}
		modifier = {
			factor = 0
			is_ruler = no
			spouse = { is_ruler = no }
			NOT = { has_minor_title = title_prince }
		}
	}
	
	5 = { # Noble clothes 3
		factor = 1
		modifier = {
			factor = 0
			OR = {
				trait = peasant_leader
				trait = heresiarch
				trait = maester
				trait = archmaester
			}
		}
		modifier = {
			factor = 0
			is_ruler = no
			spouse = { is_ruler = no }
			NOT = { has_minor_title = title_prince }
		}
	}
	
	6 = { # Modest clothes 1
		factor = 1
		modifier = {
			factor = 0
			NOT = { trait = peasant_leader }
			NOT = { trait = heresiarch }
			OR = {
				trait = red_priest
				has_minor_title = title_prince
				is_ruler = yes
				spouse = { higher_tier_than = COUNT }
				trait = maester
				trait = archmaester
			}
		}
		# modifier = {
			# factor = 0
			# OR = {
				# AND = {
					# is_ruler = no
					# NOT = { trait = red_priest }
				# }
				# AND = {
					# is_theocracy = no
					# NOT = { trait = red_priest }
				# }
				# AND = {
					# trait = red_priest
					# is_female = yes
				# }
			# }
			# #NOT = { has_job_title = job_spiritual }
		# }
	}
	7 = { # Modest clothes 2
		factor = 1
		modifier = {
			factor = 100
			OR = {
				trait = septa
				trait = silent_sister
			}
		}
		modifier = {
			factor = 0
			NOT = { trait = peasant_leader }
			NOT = { trait = heresiarch }
			OR = {
				is_ruler = yes
				has_minor_title = title_prince
				spouse = { higher_tier_than = COUNT }
				trait = maester
				trait = archmaester
			}
		}
	}
	
	8 = { # Modest clothes 3
		factor = 1
		modifier = {
			factor = 0
			NOT = { trait = peasant_leader }
			NOT = { trait = heresiarch }
			OR = {
				is_ruler = yes
				has_minor_title = title_prince
				spouse = { higher_tier_than = COUNT }
				trait = maester
				trait = archmaester
			}
		}
	}
	9 = { # Shady clothes
		factor = 3
		modifier = {
			factor = 0
			OR = {
				higher_tier_than = DUKE
				AND = {
					tier = DUKE
					demesne_size = 1
				}
				spouse = { higher_tier_than = DUKE }
			}
		}
		modifier = {
			factor = 0
			NOT = { has_job_title = job_spymaster }
			NOT = { intrigue = 10 }
		}
	}
	
	# Martial
	10 = {
		factor = 100
		modifier = {
			factor = 0
			in_command = no
			NOT = { government = military_command_government }
			NOT = { has_job_title  = job_marshal }
			NOT = { primary_title = { mercenary = yes } }
			NOT = { trait = bearded_priest }
			NOT = { trait = shieldmaiden }
		}
		modifier = {
			factor = 0
			OR = {
				trait = kingsguard
				trait = maester
				trait = archmaester
				trait = nightswatch
				AND = {
					is_alive = no
					NOT = { government = military_command_government }
					NOT = { death_reason = death_battle }
				}
			}
		}
	}
	
	# Ragged prison clothes
	11 = {
		factor = 2000
		modifier = {
			factor = 0
			prisoner = no	
			NOT = { trait = slave }
		}
		modifier = {
			factor = 0
			OR = {
				is_councillor = yes
				has_minor_title = title_regent
			}	
		}
	}
	
	# Maester robes and chain
	12 = {
		factor = 1000
		modifier = {
			factor = 0
			trait = kingsguard
		}
		modifier = {
			factor = 0
			NOR = {
				trait = maester
				trait = archmaester
			}
		}
	}
	
	# Kingsguard armor
	13 = {
		factor = 1000
		modifier = {
			factor = 0
			trait = nightswatch
		}
		modifier = {
			factor = 0
			NOT = {
				trait = kingsguard
			}
		}
	}
	
	# Nightswatch clothes
	14 = {
		factor = 1000
		modifier = {
			factor = 0
			NOR = {
				trait = nightswatch
				primary_title = { title = k_nightswatch }
			}
		}
	}
}

# p4 beard
4 = {
	0 = {
		factor = 1
		modifier = {
			factor = 0
			trait = bearded_priest
		}
	}
	1 = {
		factor = 1
		modifier = {
			factor = 0
			trait = bearded_priest
		}
	}
	2 = {
		factor = 1
		modifier = {
			factor = 0
			culture = norvosi
			NOT = { trait = bearded_priest }
		}
	}
	3 = {
		factor = 1
		modifier = {
			factor = 0
			culture = norvosi
			NOT = { trait = bearded_priest }
		}
	}
	4 = {
		factor = 1
		modifier = {
			factor = 0
			culture = norvosi
			NOT = { trait = bearded_priest }
		}
	}
	5 = {
		factor = 1
		modifier = {
			factor = 0
			trait = bearded_priest
		}
	}
	6 = {
		factor = 1
		modifier = {
			factor = 0
			culture = norvosi
			NOT = { trait = bearded_priest }
		}
	}
	7 = {
		factor = 1
		modifier = {
			factor = 0
			trait = bearded_priest
		}
	}
	8 = {
		factor = 1
		modifier = {
			factor = 0
			trait = bearded_priest
		}
	}
}

# p5 headgear
5 = {
	# Big, elaborate crown
	0 = {
		factor = 2
		modifier = {
			factor = 0
			NOT = { higher_real_tier_than = DUKE }
			NOT = { spouse = { higher_real_tier_than = DUKE } }
			NOT = { primary_title = { title = d_prince_pentos } }
			NAND = {
				culture_group = sarnor_group
				tier = DUKE
			}
		}
		modifier = {
			factor = 0
			OR = {
				is_feudal = no
				government = alliance_government
				government = feudal_government_LP	
				AND = {
					spouse = { government = feudal_government_LP }
					NAND = { 
						higher_real_tier_than = DUKE 
						NOT = { government = feudal_government_LP }	
					}
				}
			}
		}
		modifier = {
			factor = 5
			trait = proud
		}
		modifier = {
			factor = 0.05
			trait = humble
		}
		# Specific kings who wore this crown
		modifier = {
			factor = 100
			OR = {
				character = 77020
				character = 77023
				character = 77030
				character = 77037
				character = 159
			}
		}
	}
	
	# Warrior-king's crown
	1 = {
		factor = 2
		modifier = {
			factor = 0
			NOT = { higher_real_tier_than = DUKE }
			NOT = { spouse = { higher_real_tier_than = DUKE } }
			NOT = { primary_title = { title = d_prince_pentos } }
			NAND = {
				culture_group = sarnor_group
				tier = DUKE
			}
		}
		modifier = {
			factor = 0
			OR = {
				is_feudal = no
				government = alliance_government
				government = feudal_government_LP	
				AND = {
					spouse = { government = feudal_government_LP }
					NAND = { 
						higher_real_tier_than = DUKE 
						NOT = { government = feudal_government_LP }	
					}
				}
			}
		}
		modifier = {
			factor = 5
			OR = {
				martial = 12
				trait = master_warrior
			}
		}
		# Specific kings who wore this crown
		modifier = {
			factor = 100
			OR = {
				character = 77000
				character = 77005
				character = 77013
				character = 77016
			}
		}
	}

	# Diplomat-King's Crown
	2 = {
		factor = 2
		modifier = {
			factor = 0
			NOT = { higher_real_tier_than = DUKE }
			NOT = { spouse = { higher_real_tier_than = DUKE } }
			NOT = { primary_title = { title = d_prince_pentos } }
			NAND = {
				culture_group = sarnor_group
				tier = DUKE
			}
		}
		modifier = {
			factor = 0
			OR = {
				is_feudal = no
				government = alliance_government
				government = feudal_government_LP	
				AND = {
					spouse = { government = feudal_government_LP }
					NAND = { 
						higher_real_tier_than = DUKE 
						NOT = { government = feudal_government_LP }	
					}
				}
			}
		}
		modifier = {
			factor = 5
			diplomacy = 12
		}
		# Specific kings who wore this crown
		modifier = {
			factor = 100
			OR = {
				character = 77004
				character = 77006
				character = 77009
				character = 77012
				character = 33561496
				character = 33562496
				character = 33563496
			}
		}
	}

	# Non-Specific Crown
	3 = {
		factor = 2
		modifier = {
			factor = 0
			NOT = { higher_real_tier_than = DUKE }
			NOT = { spouse = { higher_real_tier_than = DUKE } }
			NOT = { primary_title = { title = d_prince_pentos } }
			NAND = {
				culture_group = sarnor_group
				tier = DUKE
			}
		}
		modifier = {
			factor = 0
			OR = {
				is_feudal = no
				government = alliance_government
				government = feudal_government_LP	
				AND = {
					spouse = { government = feudal_government_LP }
					NAND = { 
						higher_real_tier_than = DUKE 
						NOT = { government = feudal_government_LP }	
					}
				}
			}
		}
		# Specific kings who wore this crown
		modifier = {
			factor = 100
			OR = {
				character = 77031
				character = 77036
			}
		}
	}

	# Simple golden band
	4 = {
		factor = 2
		modifier = {
			factor = 0
			NOT = { higher_real_tier_than = DUKE }
			NOT = { spouse = { higher_real_tier_than = DUKE } }
			NOT = { primary_title = { title = d_prince_pentos } }
			NAND = {
				culture_group = sarnor_group
				tier = DUKE
			}
		}
		modifier = {
			factor = 0
			OR = {
				is_feudal = no
				government = alliance_government
				government = feudal_government_LP	
				AND = {
					spouse = { government = feudal_government_LP }
					NAND = { 
						higher_real_tier_than = DUKE 
						NOT = { government = feudal_government_LP }	
					}
				}
			}
		}
		modifier = {
			factor = 0.05
			trait = proud
		}
		modifier = {
			factor = 5
			trait = humble
		}
		# Specific kings who wore this crown
		modifier = {
			factor = 100
			OR = {
				character = 77015
				character = 77017
				character = 77019
				character = 77034
			}
		}
	}

	# Common headgear 1 - hood
	5 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { trait = peasant_leader }
			NOT = { trait = heresiarch }
			OR = {
				is_ruler = yes
				has_minor_title = title_prince
				spouse = { higher_tier_than = COUNT }
				trait = kingsguard
			}
		}
		modifier = {
			factor = 10
			is_ruler = yes
			is_theocracy = yes
			religion_group = pagan_group
		}
	}
	
	# Common headgear 2 - hood
	6 = {
		factor = 1
		modifier = {
			factor = 100
			AND = {
				is_female = yes
				trait = red_priest
			}
		}
		modifier = {
			factor = 0
			NOT = { trait = peasant_leader }
			NOT = { trait = heresiarch }
			NOT = { trait = red_priest }
			OR = {
				is_ruler = yes
				has_minor_title = title_prince
				spouse = { higher_tier_than = COUNT }
				trait = kingsguard
			}
		}
	}

	# Common headgear 3 - Red hat
	7 = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { trait = peasant_leader }
			NOT = { trait = heresiarch }
			OR = {
				is_ruler = yes
				has_minor_title = title_prince
				spouse = { higher_tier_than = COUNT }
				trait = kingsguard
				trait = nightswatch
				trait = bearded_priest
				in_command = yes
				government = military_command_government
				has_job_title  = job_marshal
				primary_title = { mercenary = yes }
				prisoner = yes
				trait = slave
			}
		}
	}
	
	# Common headgear 4 - hood
	8 = {
		factor = 1
		modifier = {
			factor = 100
			trait = septa
		}
		modifier = {
			factor = 0
			NOT = { trait = peasant_leader }
			NOT = { trait = heresiarch }
			OR = {
				is_ruler = yes
				has_minor_title = title_prince
				spouse = { higher_tier_than = COUNT }
				trait = kingsguard
			}
		}
	}

	# Shady headgear
	9 = {
		factor = 3
		modifier = {
			factor = 100
			trait = silent_sister
		}
		modifier = {
			factor = 0
			OR = {
				higher_tier_than = DUKE
				AND = {
					tier = DUKE
					demesne_size = 1
					NOT = { has_job_title = job_spymaster }
				}
				any_spouse = { higher_tier_than = DUKE }
				trait = kingsguard
			}
		}
		modifier = {
			factor = 0
			NOT = { trait = silent_sister }
			NOT = { has_job_title = job_spymaster }
			NOT = { intrigue = 10 }
		}
	}

	# Martial headgear
	10 = {
		factor = 100
		modifier = {
			factor = 0
			in_command = no
			NOT = { government = military_command_government }
		}
		modifier = {
			factor = 0
			OR = {
				#is_female = yes
				AND = {
					is_alive = no
					NOT = { government = military_command_government }
					NOT = { death_reason = death_battle }
				}
				higher_real_tier_than = DUKE
				AND = {
					tier = DUKE
					demesne_size = 1
					NOT = { government = military_command_government }
					NOT = { trait = nightswatch }
					NOT = { trait = kingsguard }
					NOT = {
						primary_title = {
							OR = {
								mercenary = yes
								holy_order = yes
							}
						}
					}
				}
				trait = maester
				trait = archmaester
			}
		}
	}

	# Blank
	11 = {
		factor = 1
		modifier = {
			factor = 10
			trait = slave
		}
		modifier = {
			factor = 10000
			culture = jogos_nhai
			OR = {
				AND = {
					is_ruler = yes
					NOR = {
						is_feudal = yes
						is_republic = yes
					}	
				}
				AND = {
					is_ruler = no
					liege = {
						NOR = {
							is_feudal = yes
							is_republic = yes
						}	
					}	
				}
			}	
		}
	}
}

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

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

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

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

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

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

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

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

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

# p9 boils
9 = {

	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			trait = has_bubonic_plague
		}
		modifier = {
			factor = 0
			trait = has_grey_plague
		}
		modifier = {
			factor = 0
			trait = not_a_bear
		}
		modifier = {
			factor = 0
			character = 4301
		}
 	}

	1 = { # boils
		factor = 100
		modifier = {
			factor = 0
			AND = {
				NOT = {
					trait = has_bubonic_plague
				}
				NOT = {
					trait = has_grey_plague
				}
				NOT = {
					character = 4301
				}
			}
		}
		modifier = {
			factor = 0
			trait = not_a_bear
		}
 	}

	2 = { # ?
		factor = 1
		modifier = {
			factor = 0
			NOT = { trait = not_a_bear }
		}
 	}
 	
}

# p10 blinded and eyepatches
10 = {
	0 = { #blank
		factor = 1
		modifier = {
			factor = 0
			#OR = {
				trait = blinded
				#has_character_flag = eye_injury
				#character = 2107
			#}
		}
	}
	
	1 =  { #blinded
		factor = 100
		modifier = {
			factor = 0
			#OR = {
				NOT = { trait = blinded }
				#has_character_flag = eye_injury
				#character = 2107
			#}
		}
	}

	# 2 = { # eyepatch left
		# factor = 100
		# modifier = {
			# factor = 0
			# OR = {
				# trait = blinded
				# AND = {
					# NOT = { has_character_flag = eye_injury }
					# NOT = { character = 2107 }
				# }
			# }
		# }
 	# }

	# 3 = { # eyepatch left and blinded
		# factor = 100
		# modifier = {
			# factor = 0
			# OR = {
				# NOT = { trait = blinded }
				# AND = {
					# NOT = { has_character_flag = eye_injury }
					# NOT = { character = 2107 }
				# }
			# }
		# }
  	# }

	# 4 = { # eyepatch right
		# #Unused and disabled for now
		# factor = 0
 	# }

	# 5 = { # eyepatch right and blinded
		# #Unused and disabled for now
		# factor = 0
  	# }
}

# p11 player
11 = {
	0 = { # blank
		factor = 1
		modifier = {
			factor = 0
			AND = {
				ai = no
				multiplayer = yes
			}
		}
	}

	1 = { # player
		factor = 1
		modifier = {
			factor = 0
			OR = {
				ai = yes
				multiplayer = no
			}
		}
	}
}

# p12 mask for the disfigured
12 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			OR = { 
				trait = disfigured 
				has_character_modifier = attending_masquerade
				has_character_modifier = forced_mask
				AND = {
					culture = asshai
					NOT = { trait = shadowbinder }				
					location = { province_id = 795 }
					in_command = no
					NOT = { has_character_modifier = holding_large_feast }#not worn during feasts
					NOT = { liege = { has_character_modifier = holding_large_feast } }
				}
			}	
		}
  	}

	1 = { # mask 1 bone
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
				}
				NOR = {
					is_tribal = yes
					is_nomadic = yes
					culture = moon_clansman
					culture = skagosi
					culture = thenn
					culture_group = free_folk
					culture = brindlemen
					culture = lhazareen
					culture_group = further_east
				}
				has_character_modifier = golden_mask
			}
		}
	}

	2 = { # mask 2 silver
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
					AND = {
						culture = asshai
						NOT = { trait = shadowbinder }				
						location = { province_id = 795 }
						in_command = no
						NOT = { has_character_modifier = holding_large_feast }#not worn during feasts
						NOT = { liege = { has_character_modifier = holding_large_feast } }
					}
				}
				AND = {
					is_landed = no
					is_married = no
				}
				AND = {
					is_landed = yes
					NOT = { higher_tier_than = DUKE }
				}
				AND = {
					is_landed = no
					is_married = yes
					spouse = { NOT = { higher_tier_than = DUKE } }
				}
				is_tribal = yes
				is_nomadic = yes
				culture = moon_clansman
				culture = skagosi
				culture = thenn
				culture_group = free_folk
				culture = brindlemen
				culture = lhazareen
				culture_group = further_east
				has_character_modifier = golden_mask
			}
		}
	}

	3 = { # mask 3 iron
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
					AND = {
						culture = asshai
						NOT = { trait = shadowbinder }				
						location = { province_id = 795 }
						in_command = no
						NOT = { has_character_modifier = holding_large_feast }#not worn during feasts
						NOT = { liege = { has_character_modifier = holding_large_feast } }
					}
				}
				AND = {
					is_landed = yes
					higher_tier_than = DUKE
				}
				AND = {
					is_landed = no
					is_married = yes
					spouse = { higher_tier_than = DUKE }
				}
				is_tribal = yes
				is_nomadic = yes
				culture = moon_clansman
				culture = skagosi
				culture = thenn
				culture_group = free_folk
				culture = brindlemen
				culture = lhazareen
				culture_group = further_east
				has_character_modifier = golden_mask
			}
		}
	}
	
	4 = { # mask 4 bone - blue stripes
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
				}
				NOR = {
					is_tribal = yes
					is_nomadic = yes
					is_tribal = yes
					is_nomadic = yes
					culture = moon_clansman
					culture = skagosi
					culture = thenn
					culture_group = free_folk
					culture = brindlemen
					culture = lhazareen
					culture_group = further_east
				}
				has_character_modifier = golden_mask
			}
		}
	}
	
	5 = { # mask 5 bone - orange stripes
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
				}
				NOR = {
					is_tribal = yes
					is_nomadic = yes
					is_tribal = yes
					is_nomadic = yes
					culture = moon_clansman
					culture = skagosi
					culture = thenn
					culture_group = free_folk
					culture = brindlemen
					culture = lhazareen
					culture_group = further_east
				}
				has_character_modifier = golden_mask
			}
		}
	}
	
	6 = { # mask 6 bone - red dots
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
				}
				has_character_modifier = golden_mask
			}
		}
		modifier = {
			factor = 0
			NOR = {
				is_tribal = yes
				is_nomadic = yes
				culture = moon_clansman
				culture = skagosi
				culture = thenn
				culture_group = free_folk
				culture = brindlemen
				culture = lhazareen
				culture_group = further_east
			}
		}
	}
	
	7 = { # mask 7 bone - black stripes
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
				}
				has_character_modifier = golden_mask
			}
		}
		modifier = {
			factor = 0
			NOR = {
				is_tribal = yes
				is_nomadic = yes
				culture = moon_clansman
				culture = skagosi
				culture = thenn
				culture_group = free_folk
				culture = brindlemen
				culture = lhazareen
				culture_group = further_east
			}
		}
	}
	
	8 = { # mask 8 bone - red stripes/eyes
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
				}
				NOR = {
					is_tribal = yes
					is_nomadic = yes
					culture = moon_clansman
					culture = skagosi
					culture = thenn
					culture_group = free_folk
					culture = brindlemen
					culture = lhazareen
					culture_group = further_east
				}
				has_character_modifier = golden_mask
			}
		}
	}
	
	9 = { # mask 9 bone - black eyes/lightning
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
				}
				NOR = {
					is_tribal = yes
					is_nomadic = yes
					culture = moon_clansman
					culture = skagosi
					culture = thenn
					culture_group = free_folk
					culture = brindlemen
					culture = lhazareen
					culture_group = further_east
				}
				has_character_modifier = golden_mask
			}
		}
	}
	
	10 = { # mask 10 - decorated silver
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
					AND = {
						culture = asshai
						NOT = { trait = shadowbinder }				
						location = { province_id = 795 }
						in_command = no
						NOT = { has_character_modifier = holding_large_feast }#not worn during feasts
						NOT = { liege = { has_character_modifier = holding_large_feast } }
					}
				}
				AND = {
					is_landed = no
					is_married = no
				}
				AND = {
					is_landed = yes
					NOT = { higher_tier_than = DUKE }
				}
				AND = {
					is_landed = no
					is_married = yes
					spouse = { NOT = { higher_tier_than = DUKE } }
				}
				is_tribal = yes
				is_nomadic = yes
				culture = moon_clansman
				culture = skagosi
				culture = thenn
				culture_group = free_folk
				culture = brindlemen
				culture = lhazareen
				culture_group = further_east
				has_character_modifier = golden_mask
			}
		}
	}
	
	11 = { # mask 11 - decorated gold
		factor = 2
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
					AND = {
						culture = asshai
						NOT = { trait = shadowbinder }				
						location = { province_id = 795 }
						in_command = no
						NOT = { has_character_modifier = holding_large_feast }#not worn during feasts
						NOT = { liege = { has_character_modifier = holding_large_feast } }
					}
				}
				AND = {
					is_landed = no
					is_married = no
				}
				AND = {
					is_landed = yes
					NOT = { higher_tier_than = DUKE }
				}
				AND = {
					is_landed = no
					is_married = yes
					spouse = { NOT = { higher_tier_than = DUKE } }
				}
				is_tribal = yes
				is_nomadic = yes
				culture = moon_clansman
				culture = skagosi
				culture = thenn
				culture_group = free_folk
				culture = brindlemen
				culture = lhazareen
				culture_group = further_east
			}
			NOT = { has_character_modifier = golden_mask }
		}
		modifier = {
			factor = 0
			NOR = {
				trait = greedy
				trait = proud
				trait = ambitious
				trait = envious
				culture = manden
				culture = berber
			}
			NOT = { has_character_modifier = golden_mask }
		}
		modifier = {
			factor = 1000
			has_character_modifier = golden_mask
		}
	}
	
	12 = { # mask 12 - full mask 1 leather
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
					AND = {
						culture = asshai
						NOT = { trait = shadowbinder }				
						location = { province_id = 795 }
						in_command = no
						NOT = { has_character_modifier = holding_large_feast }#not worn during feasts
						NOT = { liege = { has_character_modifier = holding_large_feast } }
					}
				}
				AND = {
					is_landed = no
					is_married = no
				}
				AND = {
					is_landed = yes
					NOT = { higher_tier_than = DUKE }
				}
				AND = {
					is_landed = no
					is_married = yes
					spouse = { NOT = { higher_tier_than = DUKE } }
				}
				has_character_modifier = golden_mask
			}
		}
	}
	
	13 = { # mask 13 - full mask 2 bone
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOR = { 
					trait = disfigured 
					has_character_modifier = attending_masquerade
					has_character_modifier = forced_mask
				}
				AND = {
					is_landed = no
					is_married = no
				}
				AND = {
					is_landed = yes
					NOT = { higher_tier_than = DUKE }
				}
				AND = {
					is_landed = no
					is_married = yes
					spouse = { NOT = { higher_tier_than = DUKE } }
				}
				has_character_modifier = golden_mask
			}
		}
	}
}

# p13 eyepatch for one_eyed
13 = {
	0 = { # blank
		factor = 100
		modifier = {
			factor = 0
			trait = one_eyed
			NOT = { has_character_modifier = glass_eye }
		}
	}

	1 = { # eyepatch 1
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
			}
		}
	}
	
	2 = { # eyepatch 2 - red leather
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
			}
		}
	}
	
	3 = { # eyepatch 3 - painted eye
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NAND = {
					trait = one_eyed
					OR = {
						trait = paranoid
						trait = possessed
					}
				}
				has_character_modifier = glass_eye
			}
		}
		modifier = {
			factor = 2
			OR = {
				trait = paranoid
				trait = possessed
			}
		}
	}
	
	4 = { # eyepatch 4 - red
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
			}
		}
	}
	
	5 = { # eyepatch 5 - white rag
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
				has_character_flag = eye_patch
			}
		}
		modifier = {
			factor = 3
			AND = {
				religion = the_seven
				is_theocracy = yes
			}
		}
	}
	
	6 = { # eyepatch 6 - blue rag
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
				has_character_flag = eye_patch
			}
		}
	}
	
	7 = { # eyepatch 7 - green rag
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
				has_character_flag = eye_patch
			}
		}
	}
	
	8 = { # eyepatch 8 - red rag
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
				has_character_flag = eye_patch
			}
		}
	}
	
	9 = { # eyepatch 9 - bloodied rag
		factor = 1
		modifier = {
			factor = 0
			OR = {
				NAND = {
					trait = one_eyed
					OR = {
						trait = wroth
						trait = cruel
						has_minor_title = title_commander
					}
				}
				has_character_modifier = glass_eye
				has_character_flag = eye_patch
			}
		}
		modifier = {
			factor = 2
			OR = {
				trait = wroth
				trait = cruel
				has_minor_title = title_commander
			}
		}
		modifier = {
			factor = 2
			martial = 12
		}
	}
	
	10 = { # eyepatch 10 - tartan rag
		factor = 3
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = one_eyed }
				has_character_modifier = glass_eye
				has_character_flag = eye_patch
			}	
		}
	}
	
	11 = { # eyepatch 11 - scarred eye 1
		factor = 1
		modifier = {
			factor = 0
			NOT = { trait = one_eyed }
		}
		modifier = {
			factor = 0
			trait = shy
		}
		modifier = {
			factor = 4
			OR = {
				is_tribal = yes
				is_nomadic = yes
				culture = moon_clansman
				culture = skagosi
				culture = thenn
				culture_group = free_folk
				culture = brindlemen
				culture = lhazareen
				culture_group = further_east			
				trait = stubborn
				has_character_flag = eye_patch
			}
		}
	}
	
	12 = { # eyepatch 12 - scarred eye 2
		factor = 1
		modifier = {
			factor = 0
			NOT = { trait = one_eyed }
		}
		modifier = {
			factor = 0
			trait = shy
		}
		modifier = {
			factor = 4
			OR = {
				is_tribal = yes
				is_nomadic = yes
				culture = moon_clansman
				culture = skagosi
				culture = thenn
				culture_group = free_folk
				culture = brindlemen
				culture = lhazareen
				culture_group = further_east
				trait = stubborn
				has_character_flag = eye_patch
			}
		}
	}
}

