﻿chaste = {
	category = personality
	opposites = {
		lustful
	}
	
 	fertility = -0.55
 	seduce_scheme_power_mult = -0.5
	learning = 2
	
	same_opinion = 10
	opposite_opinion = -10
	
	ruler_designer_cost = 20

	culture_modifier = {
		parameter = introverted_trait_bonuses
		same_culture_opinion = 10
		monthly_piety_gain_mult = 0.1
	}

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_chaste_desc
			}
			desc = trait_chaste_character_desc
		}
	}
	
	ai_honor = low_positive_ai_value
	ai_greed = low_negative_ai_value
	ai_energy = very_low_positive_ai_value
	ai_zeal = very_low_positive_ai_value
	ai_sociability = low_negative_ai_value

	compatibility = {
		chaste = @pos_compat_medium
		celibate = @pos_compat_medium
		temperate = @pos_compat_low
		calm = @pos_compat_low
		lustful = @neg_compat_high
		deviant = @neg_compat_high
		lovers_pox = @neg_compat_low
		early_great_pox = @neg_compat_low
		great_pox = @neg_compat_low
		lifestyle_reveler = @neg_compat_low
		seducer = @neg_compat_low
	}
}

depressed_genetic = {
	birth = 0.9
	random_creation = 0.9
	genetic = yes
	category = health
	group_equivalence = depressed
	level = 2
	
	diplomacy = -1
	stewardship = -1
	martial = -1
	intrigue = -1
	health = -0.5
	
	fertility = -0.1

	shown_in_encyclopedia = no
	
	ruler_designer_cost = -20

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_depressed_genetic_desc
			}
			desc = trait_depressed_genetic_character_desc
		}
	}

	ai_energy = -15
	#ai_sociability = medium_negative_ai_value
}

lunatic_genetic = { # Highly event driven, Schizophrenia
	birth = 0.9
	random_creation = 0.9
	genetic = yes
	category = health

	group_equivalence = lunatic
	level = 2
	health = -0.25
	
	vassal_opinion = -10
	attraction_opinion = -10
	hostile_scheme_resistance_mult = 0.1
	same_opinion = 10

	shown_in_encyclopedia = no
	
	ruler_designer_cost = -15

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_lunatic_genetic_desc
			}
			desc = trait_lunatic_genetic_character_desc
		}
	}

	ai_honor = -10
	ai_rationality = -200
	ai_boldness = 50
}

possessed_genetic = { # Highly event driven, Temporal lobe epilepsy
	birth = 0.9
	random_creation = 0.9
	genetic = yes
	category = health

	group_equivalence = possessed
	level = 2
	
	monthly_learning_lifestyle_xp_gain_mult = 0.1
	health = -0.5

	attraction_opinion = -10
	same_opinion = 15

	shown_in_encyclopedia = no
	
	ruler_designer_cost = -20

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_possessed_genetic_desc
			}
			desc = trait_possessed_genetic_character_desc
		}
	}

	ai_rationality = -30
	ai_boldness = 25
	ai_vengefulness = 25
}

ill = {

	opposites = {
		pneumonic
	}

	health = -0.9

	prowess = -6
	fertility = -0.6

	category = health

	dread_baseline_add = -15
	dread_loss_mult = 1
	
	ruler_designer_cost = 0

	flag = illness
	flag = debilitating_illness
	flag = blocks_getting_non_epidemic_disease

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_ill_desc
			}
			desc = trait_ill_character_desc
		}
	}

	ai_energy = -33
}

pneumonic = {

	opposites = {
		ill
	}
	
	diplomacy = -3
	stewardship = -3
	martial = -3
	intrigue = -3
	learning = -3
	health = -2.6
	prowess = -9
	fertility = -0.8

	category = health

	dread_baseline_add = -20
	dread_loss_mult = 1
	
	ruler_designer_cost = 0

	flag = illness
	flag = debilitating_illness
	flag = blocks_getting_non_epidemic_disease

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_pneumonic_desc
			}
			desc = trait_pneumonic_character_desc
		}
	}

	ai_energy = -50
}

great_pox = { #Syphilis

	inherit_chance = 5
	
	diplomacy = -1
	stewardship = -1
	martial = -1
	intrigue = -1
	learning = -1
	health = -1.8
	fertility = -0.4

	category = health
	
	dread_baseline_add = -20
	dread_loss_mult = 1

	attraction_opinion = -10
	
	ruler_designer_cost = -10

	flag = illness
	flag = blocks_getting_non_epidemic_disease

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_great_pox_desc
			}
			desc = trait_great_pox_character_desc
		}
	}

	ai_energy = -15
}

early_great_pox = { #Great pox, but looks like lover's pox


	dread_baseline_add = -5	#Mimic's Lover's Pox loss at this stage.

	attraction_opinion = -20
	category = health
	
	shown_in_ruler_designer = no
	shown_in_encyclopedia = no

	flag = illness


	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_early_great_pox_desc
			}
			desc = trait_early_great_pox_character_desc
		}
	}
}

lovers_pox = {
	inherit_chance = 5
	
	dread_baseline_add = -5

	attraction_opinion = -25
	category = health
	
	ruler_designer_cost = 0

	flag = illness

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_lovers_pox_desc
			}
			desc = trait_lovers_pox_character_desc
		}
	}
}

leper = {
	health = -1.6
	prowess = -10
	fertility = -0.95
	category = health

	dread_baseline_add = -20
	dread_loss_mult = 1

	attraction_opinion = -35
	general_opinion = -10
	
	ruler_designer_cost = -30

	flag = illness
	flag = debilitating_illness
	flag = blocks_getting_non_epidemic_disease

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_leper_desc
			}
			desc = trait_leper_character_desc
		}
	}

	ai_energy = -15
}

# 'Wounded'
wounded_1 = {
	martial = -1
	intrigue = -1
	health = -0.7
	prowess = -2
	category = health

	dread_baseline_add = -10
	dread_loss_mult = 1

	disables_combat_leadership = yes
	
	shown_in_ruler_designer = no

	flag = no_message

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_wounded_1_desc
			}
			desc = trait_wounded_1_character_desc
		}
	}

	ai_energy = -20

	group = wounded
	level = 1
}

# 'Severly Injured'
wounded_2 = {
	martial = -2
	intrigue = -2
	health = -1.3
	prowess = -4
	fertility = -0.25
	category = health

	dread_baseline_add = -15
	dread_loss_mult = 1
	
	attraction_opinion = -10

	disables_combat_leadership = yes
	
	shown_in_ruler_designer = no

	flag = no_message

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_wounded_2_desc
			}
			desc = trait_wounded_2_character_desc
		}
	}

	ai_energy = -30
	
	group = wounded
	level = 2
}

# 'Near Death'
wounded_3 = {
	martial = -6
	intrigue = -3
	health = -2.6
	prowess = -10
	fertility = -0.9
	category = health

	dread_baseline_add = -20
	dread_loss_mult = 1

	attraction_opinion = -20
	
	disables_combat_leadership = yes
	
	shown_in_ruler_designer = no

	flag = no_message

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_wounded_3_desc
			}
			desc = trait_wounded_3_character_desc
		}
	}

	ai_energy = -40
	
	group = wounded
	level = 3
}

maimed = {
	
	diplomacy = -2
	martial = -2
	stewardship = -2
	intrigue = -2
	learning = -2
	prowess = -4
	health = -2.2
	fertility = -0.5
	
	culture_modifier = {
		parameter = wounds_and_scars_give_bonuses
		monthly_prestige_gain_mult = 0.2
		same_culture_opinion = 15
	}

	category = health

	dread_baseline_add = -15
	dread_loss_mult = 1
	
	attraction_opinion = -10
	
	same_opinion = 5
	
	shown_in_ruler_designer = no

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_maimed_desc
			}
			desc = trait_maimed_character_desc
		}
	}
}

one_eyed = {
	category = health
	learning = 1
	prowess = -4
	
	dread_baseline_add = 10

	attraction_opinion = -5
	
	culture_modifier = {
		parameter = wounds_and_scars_give_bonuses
		monthly_prestige_gain_mult = 0.1
		same_culture_opinion = 5
	}
	
	ruler_designer_cost = 10
	
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_one_eyed_desc
			}
			desc = trait_one_eyed_character_desc
		}
	}

	ai_energy = -10
}

one_legged = {
	category = health
	learning = 1
	prowess = -6
	
	dread_baseline_add = -10

	attraction_opinion = -10
	
	culture_modifier = {
		parameter = wounds_and_scars_give_bonuses
		monthly_prestige_gain_mult = 0.15
		same_culture_opinion = 10
	}
	
	ruler_designer_cost = -5

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_one_legged_desc
			}
			desc = trait_one_legged_character_desc
		}
	}

	ai_energy = -10
}

disfigured = {
	category = health
	diplomacy = -4
	fertility = -0.2
	
	#No dread loss: you're not actually worse for wear physically or mentally.

	attraction_opinion = -20
	
	culture_modifier = {
		parameter = wounds_and_scars_give_bonuses
		monthly_prestige_gain_mult = 0.15
		same_culture_opinion = 10
	}
	
	ruler_designer_cost = -10

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_disfigured_desc
			}
			desc = trait_disfigured_character_desc
		}
	}

	ai_sociability = low_negative_ai_value
}

infirm = {
	diplomacy = -3
	martial = -3
	stewardship = -3
	intrigue = -3
	learning = -3
	prowess = -7
	health = -0.9
	fertility = -0.6

	dread_baseline_add = -15
	dread_loss_mult = 1

	category = health

	disables_combat_leadership = yes
	
	ruler_designer_cost = -20
	
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_infirm_desc
			}
			desc = trait_infirm_character_desc
		}
	}

	ai_energy = -30
}

incapable = {
	diplomacy = -6
	intrigue = -6
	stewardship = -6
	martial = -6
	learning = -6
	prowess = -12
	health = -3
	fertility = -0.3
	
	dread_baseline_add = -25
	dread_loss_mult = 1
	category = health

	incapacitating = yes
	
	can_have_children = no

	disables_combat_leadership = yes
	
	shown_in_ruler_designer = no
	
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_incapable_desc
			}
			desc = trait_incapable_character_desc
		}
	}

	ai_energy = -100
}

gout_ridden = {
	diplomacy = -2
	martial = -1
	prowess = -2
	health = -0.9
	
	dread_baseline_add = -5
	category = health
	attraction_opinion = -15
	
	ruler_designer_cost = -5

	flag = illness
	flag = debilitating_illness
	flag = blocks_getting_non_epidemic_disease

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_gout_ridden_desc
			}
			desc = trait_gout_ridden_character_desc
		}
	}

	ai_energy = -15
}

consumption = { # Tuberculosis
	diplomacy = -2
	stewardship = -1
	intrigue = -2
	prowess = -4
	health = -1.9
	category = health

	dread_baseline_add = -10
	dread_loss_mult = 1

	attraction_opinion = -10
	
	ruler_designer_cost = 0

	flag = illness
	flag = debilitating_illness
	flag = blocks_getting_non_epidemic_disease

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_consumption_desc
			}
			desc = trait_consumption_character_desc
		}
	}

	ai_energy = -50
}

cancer = {
	health = -2.8
	fertility = -0.25
	category = health

	dread_baseline_add = -15
	dread_loss_mult = 1
	
	ruler_designer_cost = -10

	flag = illness
	flag = debilitating_illness
	flag = blocks_getting_non_epidemic_disease

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_cancer_desc
			}
			desc = trait_cancer_character_desc
		}
	}

	ai_energy = -25
}

typhus = {
	diplomacy = -1
	stewardship = -2
	intrigue = -1
	learning = -2
	prowess = -4
	health = -3.5
	fertility = -0.2

	category = health

	dread_baseline_add = -15
	dread_loss_mult = 1

	attraction_opinion = -10
	
	ruler_designer_cost = 0


	flag = illness
	flag = debilitating_illness
	flag = blocks_getting_non_epidemic_disease


	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_typhus_desc
			}
			desc = trait_typhus_character_desc
		}
	}

	ai_energy = -50
}

bubonic_plague = {
	diplomacy = -2
	martial = -3
	stewardship = -2
	intrigue = -3
	learning = -2
	prowess = -10
	health = -4.5
	fertility = -0.50

	category = health
	
	dread_baseline_add = -30
	dread_loss_mult = 1

	attraction_opinion = -30
	
	shown_in_ruler_designer = no

	flag = illness
	flag = debilitating_illness
	flag = blocks_getting_non_epidemic_disease

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_bubonic_plague_desc
			}
			desc = trait_bubonic_plague_character_desc
		}
	}

	ai_energy = -75
}

smallpox = {
	diplomacy = -2
	stewardship = -1
	learning = -2
	prowess = -10
	health = -3.5
	fertility = -0.3

	category = health
	
	dread_baseline_add = -15
	dread_loss_mult = 1

	attraction_opinion = -10
	
	ruler_designer_cost = 0

	flag = illness
	flag = debilitating_illness
	flag = blocks_getting_non_epidemic_disease

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_smallpox_desc
			}
			desc = trait_smallpox_character_desc
		}
	}

	ai_energy = -75
}

# Young children only
sickly = {
	maximum_age = 6
	health = -2.3

	category = health

	dread_baseline_add = -20
	dread_loss_mult = 1
	
	shown_in_ruler_designer = no

	flag = illness
	flag = debilitating_illness

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_sickly_desc
			}
			desc = trait_sickly_character_desc
		}
	}

	ai_energy = -30
}

# The character is visibly scarred from an old wound
scarred = {
	monthly_prestige = 0.1
	
	attraction_opinion = 4
	
	culture_modifier = {
		parameter = wounds_and_scars_give_bonuses
		monthly_prestige_gain_mult = 0.1
		same_culture_opinion = 5
	}
	
	category = health
	
	ruler_designer_cost = 8
	
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_scarred_desc
			}
			desc = trait_scarred_character_desc
		}
	}
}

eunuch = {
	category = health
	attraction_opinion = -20

	flag = can_not_marry
	inheritance_blocker = all
	claim_inheritance_blocker = all
	can_have_children = no
	
	shown_in_ruler_designer = no

	culture_modifier = {
		parameter = eunuch_trait_bonuses

		# Eunuchs were historically considered to be both innocuous as well as duplicitous. This semi-paradoxical belief made rulers favor them for various court positions, especially ones close to their family.
		liege_opinion = 10
		ai_honor = -10

		# Simultaneously, eunuchs were seen as unfit to hold leadership positions, as they are impotent.
		vassal_opinion = -10
		ai_greed = -10

		# Eunuchs in this society have various privileges (due to their assumed innocuousness) that make them better at both spying as well as administrative tasks and scholastic pursuits.
		stewardship = 2
		intrigue = 2
		learning = 2
	}

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_eunuch_desc
			}
			desc = trait_eunuch_character_desc
		}
	}

	ai_energy = -20
}

blind = {
	category = health
	martial = -6
	stewardship = -2
	intrigue = -2
	prowess = -10
	health = -0.25
	
	dread_baseline_add = -10

	attraction_opinion = -10
	
	ruler_designer_cost = -10

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_blind_desc
			}
			desc = trait_blind_character_desc
		}
	}
}

############### Physical ##############
# Beauty (-1) - Homely
beauty_bad_1 = {
	opposites = {
		beauty_good
		beauty_bad_2
		beauty_bad_3
	}
	
	diplomacy = -1
	fertility = -0.1
	
	birth = 1.5
	random_creation = 1.5
	
	attraction_opinion = -10

	group = beauty_bad
	level = 1
	
	genetic = yes
	physical = yes
	portrait_extremity_shift = 0.1
	ugliness_portrait_extremity_shift = 0.4
	
	ruler_designer_cost = -10

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_beauty_bad_1_desc
			}
			desc = trait_beauty_bad_1_character_desc
		}
	}
}

# Beauty (-2) - Ugly
beauty_bad_2 = {
	opposites = {
		beauty_good
		beauty_bad_3
		beauty_bad_1
	}
	
	diplomacy = -2
	fertility = -0.2
	
	birth = 0.5
	random_creation = 0.5
	
	attraction_opinion = -20

	group = beauty_bad
	level = 2
	
	genetic = yes
	physical = yes
	portrait_extremity_shift = 0.18
	ugliness_portrait_extremity_shift = 0.6
	
	ruler_designer_cost = -20

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_beauty_bad_2_desc
			}
			desc = trait_beauty_bad_2_character_desc
		}
	}
}

# Beauty (-3) - Hideous
beauty_bad_3 = {
	opposites = {
		beauty_good
		beauty_bad_2
		beauty_bad_1
	}
	
	birth = 0.25
	random_creation = 0.25
	
	diplomacy = -3
	fertility = -0.3
	
	attraction_opinion = -30
	
	group = beauty_bad
	level = 3
	
	genetic = yes
	physical = yes
	portrait_extremity_shift = 0.27
	ugliness_portrait_extremity_shift = 0.8
	
	ruler_designer_cost = -30

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_beauty_bad_3_desc
			}
			desc = trait_beauty_bad_3_character_desc
		}
	}
}

# Beauty (+1) - Comely
beauty_good_1 = {
	opposites = {
		beauty_bad
		beauty_good_2
		beauty_good_3
	}
	
	diplomacy = 1
	fertility = 0.1
	
	birth = 1.5
	random_creation = 1.5
	
	attraction_opinion = 10

	group = beauty_good
	level = 1
	
	genetic = yes
	physical = yes
	good = yes
	
	genetic_constraint_all = beauty_1
	genetic_constraint_men = male_beauty_1
	genetic_constraint_women = female_beauty_1
	
	ruler_designer_cost = 40

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_beauty_good_1_desc
			}
			desc = trait_beauty_good_1_character_desc
		}
	}
}

# Beauty (+2) - Pretty (f) / Handsome (m)
beauty_good_2 = {
	opposites = {
		beauty_bad
		beauty_good_1
		beauty_good_3
	}
	
	diplomacy = 2
	fertility = 0.2
	
	birth = 0.5
	random_creation = 0.5
	
	attraction_opinion = 20

	# pretty if female
	# handsome if male

	group = beauty_good
	level = 2
	
	ruler_designer_cost = 80

	name = {
		first_valid = {
			triggered_desc = {
				trigger = { NOT = { exists = this } }
				desc = trait_beauty_good_male_2
			}
			triggered_desc = {
				trigger = { is_female = yes }
				desc = trait_beauty_good_female_2
			}
			desc = trait_beauty_good_male_2
		}
	}

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { NOT = { exists = this } }
				desc = trait_beauty_good_2_desc
			}
			desc = trait_beauty_good_2_character_desc
		}
	}
	
	genetic = yes
	physical = yes
	good = yes
	
	genetic_constraint_all = beauty_2
	genetic_constraint_men = male_beauty_2
	genetic_constraint_women = female_beauty_2
}

# Beauty (+3) - Beautiful
beauty_good_3 = {
	opposites = {
		beauty_bad
		beauty_good_2
		beauty_good_1
	}
	
	birth = 0.25
	random_creation = 0.25
	
	diplomacy = 3
	fertility = 0.3
	
	attraction_opinion = 30

	group = beauty_good
	level = 3
	
	genetic = yes
	physical = yes
	good = yes
	
	genetic_constraint_all = beauty_3
	genetic_constraint_men = male_beauty_3
	genetic_constraint_women = female_beauty_3
	
	ruler_designer_cost = 120

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_beauty_good_3_desc
			}
			desc = trait_beauty_good_3_character_desc
		}
	}
}

# Intellect (-1) - Slow
intellect_bad_1 = {
	opposites = {
		shrewd
		intellect_good
		intellect_bad_2 #To prevent multiple tiers of the same congenital trait
		intellect_bad_3
	}
	
	diplomacy = -2
	martial = -2
	stewardship = -2
	intrigue = -2	
	learning = -2
	
	monthly_lifestyle_xp_gain_mult = -0.1
	
	birth = 1.5
	random_creation = 1.5
	
	group = intellect_bad
	level = 1	

	ai_rationality = high_negative_ai_value
	
	genetic = yes
	physical = yes
	
	ruler_designer_cost = -15

	compatibility = {
		intellect_bad_1 = @pos_compat_medium
		intellect_bad_2 = @pos_compat_medium
		intellect_bad_3 = @pos_compat_medium
		dull = @pos_compat_medium
		intellect_good_1 = @neg_compat_medium
		intellect_good_2 = @neg_compat_medium
		intellect_good_3 = @neg_compat_medium
		shrewd = @neg_compat_medium
	}

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_intellect_bad_1_desc
			}
			desc = trait_intellect_bad_1_character_desc
		}
	}
}

# Intellect (-2) - Stupid
intellect_bad_2 = {
	opposites = {
		shrewd
		intellect_good
		intellect_bad_3 #To prevent multiple tiers of the same congenital trait
		intellect_bad_1
	}
	
	diplomacy = -4
	martial = -4
	stewardship = -4
	intrigue = -4	
	learning = -4
	
	monthly_lifestyle_xp_gain_mult = -0.2
	
	birth = 0.75
	random_creation = 0.75

	group = intellect_bad
	level = 2

	ai_rationality = very_high_negative_ai_value
	
	genetic = yes
	physical = yes
	
	ruler_designer_cost = -30

	compatibility = {
		intellect_bad_1 = @pos_compat_medium
		intellect_bad_2 = @pos_compat_medium
		intellect_bad_3 = @pos_compat_medium
		dull = @pos_compat_medium
		intellect_good_1 = @neg_compat_medium
		intellect_good_2 = @neg_compat_medium
		intellect_good_3 = @neg_compat_medium
		shrewd = @neg_compat_medium
	}

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_intellect_bad_2_desc
			}
			desc = trait_intellect_bad_2_character_desc
		}
	}
}
# Intellect (-3) - Imbecile
intellect_bad_3 = {
	opposites = {
		shrewd
		intellect_good
		intellect_bad_2 #To prevent multiple tiers of the same congenital trait
		intellect_bad_1
	}
	
	birth = 0.25
	random_creation = 0.25
	
	diplomacy = -8
	martial = -8
	stewardship = -8
	intrigue = -8	
	learning = -8
	
	monthly_lifestyle_xp_gain_mult = -0.3

	group = intellect_bad
	level = 3

	ai_rationality = dominant_negative_ai_value
	
	genetic = yes
	physical = yes
	
	ruler_designer_cost = -45

	compatibility = {
		intellect_bad_1 = @pos_compat_medium
		intellect_bad_2 = @pos_compat_medium
		intellect_bad_3 = @pos_compat_medium
		dull = @pos_compat_medium
		intellect_good_1 = @neg_compat_medium
		intellect_good_2 = @neg_compat_medium
		intellect_good_3 = @neg_compat_medium
		shrewd = @neg_compat_medium
	}

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_intellect_bad_3_desc
			}
			desc = trait_intellect_bad_3_character_desc
		}
	}
}

# Intellect (+1) - Quick
intellect_good_1 = {
	opposites = {
		dull
		intellect_bad
		intellect_good_2 #To prevent multiple tiers of the same congenital trait
		intellect_good_3
	}
	
	diplomacy = 1
	martial = 1
	stewardship = 1
	intrigue = 1
	learning = 1
	
	monthly_lifestyle_xp_gain_mult = 0.1
	
	birth = 1.5
	random_creation = 1.5

	group = intellect_good
	level = 1

	ai_rationality = high_positive_ai_value
	
	genetic = yes
	good = yes
	physical = yes
	
	ruler_designer_cost = 80
	
	compatibility = {
		intellect_good_1 = @pos_compat_medium
		intellect_good_2 = @pos_compat_medium
		intellect_good_3 = @pos_compat_medium
		shrewd = @pos_compat_medium
		intellect_bad_1 = @neg_compat_medium
		intellect_bad_2 = @neg_compat_medium
		intellect_bad_3 = @neg_compat_medium
		dull = @neg_compat_medium
	}

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_intellect_good_1_desc
			}
			desc = trait_intellect_good_1_character_desc
		}
	}
}

# Intellect (+2) - Intelligent
intellect_good_2 = {
	opposites = {
		dull
		intellect_bad
		intellect_good_3 #To prevent multiple tiers of the same congenital trait
		intellect_good_1
	}
	
	diplomacy = 3
	martial = 3
	stewardship = 3
	intrigue = 3
	learning = 3
	
	monthly_lifestyle_xp_gain_mult = 0.2
	
	birth = 0.75
	random_creation = 0.75

	group = intellect_good
	level = 2

	ai_rationality = very_high_positive_ai_value
	
	genetic = yes
	good = yes
	physical = yes
	
	ruler_designer_cost = 160
	
	compatibility = {
		intellect_good_1 = @pos_compat_medium
		intellect_good_2 = @pos_compat_medium
		intellect_good_3 = @pos_compat_medium
		shrewd = @pos_compat_medium
		intellect_bad_1 = @neg_compat_medium
		intellect_bad_2 = @neg_compat_medium
		intellect_bad_3 = @neg_compat_medium
		dull = @neg_compat_medium
	}

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_intellect_good_2_desc
			}
			desc = trait_intellect_good_2_character_desc
		}
	}
}

# Intellect (+3) - Genius
intellect_good_3 = {
	opposites = {
		dull
		intellect_bad
		intellect_good_2 #To prevent multiple tiers of the same congenital trait
		intellect_good_1
	}
	
	birth = 0.25
	random_creation = 0.25
	
	diplomacy = 5
	martial = 5
	stewardship = 5
	intrigue = 5
	learning = 5
	
	monthly_lifestyle_xp_gain_mult = 0.3

	group = intellect_good
	level = 3
	
	ai_rationality = dominant_positive_ai_value
	
	genetic = yes
	good = yes
	physical = yes
	
	ruler_designer_cost = 240
	
	compatibility = {
		intellect_good_1 = @pos_compat_medium
		intellect_good_2 = @pos_compat_medium
		intellect_good_3 = @pos_compat_medium
		shrewd = @pos_compat_medium
		intellect_bad_1 = @neg_compat_medium
		intellect_bad_2 = @neg_compat_medium
		intellect_bad_3 = @neg_compat_medium
		dull = @neg_compat_medium
	}

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_intellect_good_3_desc
			}
			desc = trait_intellect_good_3_character_desc
		}
	}
}

# Physique (-1) - Delicate
physique_bad_1 = {
	opposites = {
		strong
		physique_good
		physique_bad_2
		physique_bad_3
	}
	
	prowess = -3
	health = -0.15
	
	birth = 1.0
	random_creation = 1.0

	group = physique_bad
	level = 1
	
	ruler_designer_cost = -15
	
	culture_modifier = {
		parameter = weak_traits_looked_down_upon
		same_culture_opinion = -10
	}
	
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_physique_bad_1_desc
			}
			desc = trait_physique_bad_1_character_desc
		}
	}

	ai_energy = -10
	
	genetic = yes
	physical = yes
}

# Physique (-2) - Frail
physique_bad_2 = {
	opposites = {
		strong
		physique_good
		physique_bad_3
		physique_bad_1
	}
	
	prowess = -6
	health = -0.3
	
	birth = 0.5
	random_creation = 0.5
	
	attraction_opinion = -5

	group = physique_bad
	level = 2
	
	culture_modifier = {
		parameter = weak_traits_looked_down_upon
		same_culture_opinion = -15
	}
	
	ruler_designer_cost = -30
	
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_physique_bad_2_desc
			}
			desc = trait_physique_bad_2_character_desc
		}
	}

	ai_energy = -20
	
	genetic = yes
	physical = yes
}

# Physique (-3) - Feeble
physique_bad_3 = {
	opposites = {
		strong
		physique_good
		physique_bad_2
		physique_bad_1
	}
	
	birth = 0.2
	random_creation = 0.2
	
	prowess = -9
	health = -0.45
	
	attraction_opinion = -10
	
	culture_modifier = {
		parameter = weak_traits_looked_down_upon
		same_culture_opinion = -20
	}

	group = physique_bad
	level = 3
	
	ruler_designer_cost = -45
	
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_physique_bad_3_desc
			}
			desc = trait_physique_bad_3_character_desc
		}
	}

	ai_energy = -30
	
	genetic = yes
	physical = yes
}

# Physique (+1) - Hale
physique_good_1 = {
	opposites = {
		weak
		spindly
		physique_bad
		physique_good_2
		physique_good_3
	}
	
	prowess = 3
	health = 0.15
	
	birth = 1.0
	random_creation = 1.0
	
	attraction_opinion = 5
	
	culture_modifier = {
		parameter = strong_traits_more_valued
		monthly_prestige = 0.25
	}

	group = physique_good
	level = 1
	
	ruler_designer_cost = 60
	
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_physique_good_1_desc
			}
			desc = trait_physique_good_1_character_desc
		}
	}

	ai_energy = 10
	
	genetic = yes
	physical = yes
	good = yes
}

# Physique (+2) - Robust
physique_good_2 = {
	opposites = {
		weak
		spindly
		physique_bad
		physique_good_1
		physique_good_3
	}
	
	physical = yes
	
	prowess = 6
	health = 0.3
	
	birth = 0.5
	random_creation = 0.5
	
	attraction_opinion = 10
	
	culture_modifier = {
		parameter = strong_traits_more_valued
		monthly_prestige = 0.5
	}

	group = physique_good
	level = 2
	
	ruler_designer_cost = 120
	
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_physique_good_2_desc
			}
			desc = trait_physique_good_2_character_desc
		}
	}

	ai_energy = 20
	
	genetic = yes
	good = yes
}

# Physique (+3) - Amazonian (f) / Herculean (m)
physique_good_3 = {
	opposites = {
		weak
		spindly
		physique_bad
		physique_good_1
		physique_good_2
	}
	
	birth = 0.2
	random_creation = 0.2
	
	prowess = 9
	health = 0.45
	
	attraction_opinion = 15
	
	culture_modifier = {
		parameter = strong_traits_more_valued
		monthly_prestige = 1
	}

	# amazonian if female
	# herculean if male
	
	ruler_designer_cost = 180

	name = {
		first_valid = {
			triggered_desc = {
				trigger = { NOT = { exists = this } }
				desc = trait_physique_good_male_3
			}
			triggered_desc = {
				trigger = { is_female = yes }
				desc = trait_physique_good_female_3
			}
			desc = trait_physique_good_male_3
		}
	}

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_physique_good_3_desc
			}
			desc = trait_physique_good_3_character_desc
		}
	}

	group = physique_good
	level = 3
	
	ai_energy = 20
	
	genetic = yes
	physical = yes
	good = yes
}


################# PHYSICAL (BAD) ################
clubfooted = {
	prowess = -2
	
	#inherit_chance = 15
	genetic = yes
	enables_inbred = yes
	birth = 0.75
	random_creation = 0.75
	
	attraction_opinion = -10
	same_opinion = 10
	physical = yes
	
	ruler_designer_cost = 0

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_clubfooted_desc
			}
			desc = trait_clubfooted_character_desc
		}
	}
}

hunchbacked = {
	prowess = -2

	#inherit_chance = 15
	genetic = yes
	physical = yes
	enables_inbred = yes
	birth = 0.75
	random_creation = 0.75
	
	attraction_opinion = -30
	same_opinion = 10
	vassal_opinion = -10
	
	ruler_designer_cost = -10

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_hunchbacked_desc
			}
			desc = trait_hunchbacked_character_desc
		}
	}
}

lisping = {
	diplomacy = -2
	
	#inherit_chance = 15
	genetic = yes
	physical = yes

	birth = 0.75
	random_creation = 0.75
	
	same_opinion = 10
	
	ruler_designer_cost = -5
	
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_lisping_desc
			}
			desc = trait_lisping_character_desc
		}
	}

	ai_sociability = low_negative_ai_value
}

stuttering = {
	diplomacy = -2

	#inherit_chance = 15
	genetic = yes
	physical = yes

	birth = 0.75
	random_creation = 0.75
	
	same_opinion = 10
	
	ruler_designer_cost = -5
	
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_stuttering_desc
			}
			desc = trait_stuttering_character_desc
		}
	}

	ai_sociability = low_negative_ai_value
}

dwarf = {
	prowess = -4
	opposites = {
		giant
	}	

	#inherit_chance = 25
	#both_parent_has_trait_inherit_chance = 100
	genetic = yes
	physical = yes

	enables_inbred = yes
	birth = 0.6
	random_creation = 0.6
	
	attraction_opinion = -20
	same_opinion = 20
	
	ruler_designer_cost = 0

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_dwarf_desc
			}
			desc = trait_dwarf_character_desc
		}
	}
}

giant = {
	opposites = {
		dwarf
	}

	prowess = 7
	health = -0.3

	#inherit_chance = 25
	#both_parent_has_trait_inherit_chance = 50
	genetic = yes
	physical = yes

	enables_inbred = yes
	birth = 0.6
	random_creation = 0.6
	
	attraction_opinion = -5
	tribal_government_opinion = 10
	vassal_opinion = 5
	same_opinion = 20
	
	culture_modifier = {
		parameter = strong_traits_more_valued
		monthly_prestige = 0.5
	}
	
	ruler_designer_cost = 20

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_giant_desc
			}
			desc = trait_giant_character_desc
		}
	}
}


inbred = {
	physical = yes
	diplomacy = -5
	martial = -5
	stewardship = -5
	intrigue = -5
	learning = -5
	prowess = -2
	fertility = -0.4
	health = -1.2
	
	inherit_chance = 15
	
	attraction_opinion = -20
	vassal_opinion = -10
	
	ruler_designer_cost = -30
	
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_inbred_desc
			}
			desc = trait_inbred_character_desc
		}
	}

	ai_rationality = -50
	ai_energy = -75
}


spindly = { #Marfan's Syndrome
	opposites = {
		physique_good
	}
	prowess = -1
	health = -0.25
	
	#inherit_chance = 100 # dominant
	genetic = yes
	physical = yes
	enables_inbred = yes

	birth = 0.65
	random_creation = 0.65
	
	attraction_opinion = -10
	
	culture_modifier = {
		parameter = weak_traits_looked_down_upon
		same_culture_opinion = -15
	}
	
	ruler_designer_cost = -10
	
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_spindly_desc
			}
			desc = trait_spindly_character_desc
		}
	}

	ai_energy = -20
}

scaly = {
	fertility = -0.2
	
	#inherit_chance = 100 # dominant
	genetic = yes
	physical = yes
	enables_inbred = yes

	birth = 0.6
	random_creation = 0.6
	
	attraction_opinion = -30
	vassal_opinion = -10
	same_opinion = 10
	
	dread_baseline_add = 10
	
	ruler_designer_cost = 0

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_scaly_desc
			}
			desc = trait_scaly_character_desc
		}
	}
}

albino = {
	
	#inherit_chance = 100 # recessive
	genetic = yes
	physical = yes

	birth = 0.5
	random_creation = 0.5
	
	general_opinion = -10
	same_opinion = 10
	
	dread_baseline_add = 15
	
	ruler_designer_cost = 0

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_albino_desc
			}
			desc = trait_albino_character_desc
		}
	}
}


wheezing = { #asthma
	physical = yes
	health = -0.15
	
	#inherit_chance = 100 # recessive
	genetic = yes
	enables_inbred = yes
	birth = 0.65
	random_creation = 0.65
	
	vassal_opinion = -10
	
	ruler_designer_cost = -10
	
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_wheezing_desc
			}
			desc = trait_wheezing_character_desc
		}
	}

	ai_energy = -15
}

bleeder = { #Haemophilia
	physical = yes
	health = -1.2
	
	#inherit_chance = 50 # 100 for male, 50 for female, recessive
	genetic = yes
	enables_inbred = yes
	birth = 0.65
	random_creation = 0.65
	
	vassal_opinion = -10
	
	ruler_designer_cost = -20
	
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_bleeder_desc
			}
			desc = trait_bleeder_character_desc
		}
	}

	ai_energy = -15
}

# Barren (f) / Sterile (m)
infertile = {
	physical = yes
	fertility = -0.85
	opposites = {
		fecund
	}
	
	ruler_designer_cost = 0

	name = {
		first_valid = {
			triggered_desc = {
				trigger = { NOT = { exists = this } }
				desc = trait_infertile_male
			}
			triggered_desc = {
				trigger = { is_female = yes }
				desc = trait_infertile_female
			}
			desc = trait_infertile_male
		}
	}

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { NOT = { exists = this } }
				desc = trait_infertile_desc
			}
			triggered_desc = {
				trigger = { is_female = yes }
				desc = trait_infertile_female_desc
			}
			desc = trait_infertile_male_desc
		}
	}
	
	#inherit_chance = 50
	genetic = yes
	enables_inbred = yes
	birth = 1.0
	random_creation = 1.0
}

#added290423

whole_of_body = {
	category = lifestyle

	health = 0.25
	fertility = 0.2
	stress_gain_mult = -0.2
	
	ruler_designer_cost = 75

	ai_energy = 20

	compatibility = {
		whole_of_body = @pos_compat_medium
		scholar = @pos_compat_medium
		theologian = @pos_compat_medium
		intellect_good_1 = @pos_compat_low
		intellect_good_2 = @pos_compat_low
		intellect_good_3 = @pos_compat_low
		pensive = @pos_compat_low
		shrewd = @pos_compat_low
		diligent = @pos_compat_low
		lazy = @neg_compat_low
		intellect_bad_1 = @neg_compat_low
		intellect_bad_2 = @neg_compat_low
		intellect_bad_3 = @neg_compat_low
	}
}

strong = {
	opposites = {
		weak
		physique_bad
	}
	prowess = 5
	health = 0.25
	physical = yes
	
	culture_modifier = {
		parameter = strong_traits_more_valued
		monthly_prestige = 1
	}
	
	ruler_designer_cost = 50
	
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_strong_desc
			}
			desc = trait_strong_character_desc
		}
	}

	ai_energy = 20
}

weak = {
	opposites = {
		strong
		physique_good
	}
	prowess = -5
	health = -0.25

	physical = yes

	attraction_opinion = -10
	vassal_opinion = -10
	
	culture_modifier = {
		parameter = weak_traits_looked_down_upon
		same_culture_opinion = -15
	}
	
	ruler_designer_cost = -10
	
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_weak_desc
			}
			desc = trait_weak_character_desc
		}
	}

	ai_energy = -20
}


############### Stress Traits ##############

drunkard = { # Substance Abuse (Alcohol)
	category = fame
	stewardship = -3
	prowess = -2
	health = -0.05
	stress_loss_mult = 0.2

	same_opinion = 10
	character_travel_safety = -10
	
	ruler_designer_cost = -10

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_drunkard_desc
			}
			desc = trait_drunkard_character_desc
		}
	}

	ai_rationality = -10
	ai_energy = -15

	compatibility = {
		temperate = @neg_compat_low
	}
}