﻿# ###################################################################
# namespace = epithet_random_1

# ## ---------------------------------------------------------------
# epithet_random_1.0001 = { 
# 	hidden = yes
# 	trigger = {
# 		is_martial_character = yes
# 		has_trait = lifestyle_blademaster
# 		dread >= 50
# 	}

# 	weight_multiplier = { base = 4 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_crimson } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0002 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = lifestyle_mystic
# 		has_trait = disfigured
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_enigmatic } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0003 = { 
# 	hidden = yes
# 	trigger = {	
# 		age >= 60
# 		has_trait = infirm
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_withered } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0004 = { 
# 	hidden = yes
# 	trigger = {
# 		dread >= 50
# 		OR = {
# 			has_trait = wrathful
# 			has_trait = vengeful
# 			has_trait = arbitrary
# 		}
# 		NOR = {
# 			has_trait = just
# 			has_trait = honest
# 			has_trait = humble
# 			has_trait = paranoid
# 			has_trait = compassionate
# 		}
# 	}

# 	weight_multiplier = { base = 2 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_merciless } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0005 = { 
# 	hidden = yes
# 	trigger = {
# 		OR = {
# 			has_trait = callous
# 			has_trait = sadistic
# 		}
# 		OR = {
# 			has_trait = kinslayer
# 			has_trait = murderer
# 			has_trait = cannibal

# 		}
# 		OR = {
# 			has_trait = torturer
# 			has_trait = aggressive_attacker
# 			has_trait = lifestyle_hunter
# 		}
# 		dread >= 50
# 	}

# 	weight_multiplier = { base = 3 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_bloodthirsty } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0006 = {
# 	hidden = yes
# 	trigger = {
# 		has_government = feudal_government
# 		OR = {
# 			any_held_title = {
# 				count >= 3
# 				tier = tier_kingdom
# 			}
# 			any_held_title = {
# 				count >= 3
# 				tier = tier_empire
# 			}
# 		}
# 	}

# 	weight_multiplier = { base = 2 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_crowned } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0007 = {
# 	hidden = yes
# 	trigger = {
# 		dread >= 50
# 		OR = {
# 			has_trait = wrathful
# 			has_trait = vengeful
# 			has_trait = giant
# 		}
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_intimidating } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0008 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = arbitrary
# 		OR = {
# 			has_trait = callous
# 			has_trait = sadistic
# 		}
# 		NOT = {
# 			has_trait = trusting
# 		}
# 		OR = {
# 			has_trait = murderer
# 			has_trait = cannibal
# 			has_trait = torturer
# 			has_trait = kinslayer
# 		}
# 	}

# 	weight_multiplier = { base = 5 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_pitiless } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0009 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = giant
# 		has_trait = strong
# 	}

# 	weight_multiplier = { base = 2 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_colossal } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0010 = {
# 	hidden = yes
# 	trigger = {
# 		OR = {
# 			has_trait = cannibal
# 			has_trait = murderer
# 			has_trait = kinslayer
# 			is_martial_character = yes
# 			has_trait = aggressive_attacker
# 			has_trait = bleeder
# 		}
# 	}

# 	weight_multiplier = { base = 3 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_red } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0011 = {
# 	hidden = yes
# 	trigger = {
# 		OR = {
# 			num_sinful_traits >= 3
# 			dread >= 75
# 		}
# 	}

# 	weight_multiplier = { base = 4 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_black } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0012 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = wrathful
# 		NOR = {
# 			has_trait = trusting
# 			has_trait = compassionate
# 			has_trait = forgiving
# 			has_trait = content
# 		}
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_angry } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0013 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = calm
# 		NOR = {
# 			has_trait = brave
# 			has_trait = lustful
# 			has_trait = ambitious
# 			has_trait = vengeful
# 			has_trait = impatient
# 			has_trait = paranoid
# 			has_trait = zealous
# 		}
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_tranquil } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0014 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = ambitious
# 		has_trait = stubborn
# 		has_trait = patient
# 	}

# 	weight_multiplier = { base = 2 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_determined } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0015 = { 
# 	hidden = yes
# 	trigger = {
# 		OR = {
# 			has_trait = inbred
# 			probably_unintelligent_trigger = yes
# 		}
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_daft } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0016 = {
# 	hidden = yes
# 	trigger = {
# 		OR = {
# 			has_weak_trait_trigger = yes
# 			has_trait = cancer
# 			has_trait = infirm
# 		}
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_frail } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0017 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = craven
# 		has_trait = lazy
# 		has_trait = fickle
# 	}

# 	weight_multiplier = { base = 2 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_unreliable } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0018 = { 
# 	hidden = yes
# 	trigger = {
# 		OR = {
# 			has_trait = maimed
# 			has_trait = scarred
# 			has_trait = eunuch
# 			has_trait = blind
# 			has_trait = one_eyed
# 			has_trait = one_legged
# 			has_trait = disfigured
# 			has_trait = flagellant
# 		}
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_mangled } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0019 = {
# 	hidden = yes
# 	trigger = {
# 		OR = {
# 			has_lunatic_trait_trigger = yes
# 			AND = {
# 				faith = { NOT = { has_doctrine_parameter = spirit_possession_active } }
# 				has_possessed_trait_trigger = yes
# 			}
# 			has_depressed_trait_trigger = yes
# 		}
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_accursed } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0020 = { 
# 	hidden = yes
# 	trigger = {
# 		OR = {
# 			AND = {
# 				faith = { NOT = { has_doctrine_parameter = spirit_possession_active } }
# 				has_possessed_trait_trigger = yes
# 			}
# 			has_lunatic_trait_trigger = yes
# 		}
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_damned } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0021 = { 
# 	hidden = yes
# 	trigger = {
# 		OR = {
# 			has_trait = deceitful
# 			has_trait = craven
# 			has_trait = fickle
# 		}
# 		has_trait = schemer
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_untrusted } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0022 = { 
# 	hidden = yes
# 	trigger = {
# 		OR = {
# 			has_trait = bastard
# 			has_trait = legitimized_bastard
# 			has_trait = bastard_founder
# 		}
# 	}

# 	weight_multiplier = { base = 0.1 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_misbegotten } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0023 = {
# 	hidden = yes
# 	trigger = {
# 		OR = {
# 			has_lunatic_trait_trigger = yes
# 			AND = {
# 				faith = { NOT = { has_doctrine_parameter = spirit_possession_active } }
# 				has_possessed_trait_trigger = yes
# 			}
# 			has_trait = heresiarch
# 		}
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_mad } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0024 = { 
# 	hidden = yes
# 	trigger = {
# 		OR = {
# 			has_lunatic_trait_trigger = yes
# 			AND = {
# 				faith = { NOT = { has_doctrine_parameter = spirit_possession_active } }
# 				has_possessed_trait_trigger = yes
# 			}
# 			has_trait = heresiarch
# 		}
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_crazy } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0025 = {
# 	hidden = yes
# 	trigger = {
# 		OR = {
# 			has_lunatic_trait_trigger = yes
# 			AND = {
# 				faith = { NOT = { has_doctrine_parameter = spirit_possession_active } }
# 				has_possessed_trait_trigger = yes
# 			}
# 			has_trait = heresiarch
# 		}
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_insane } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0026 = { 
# 	hidden = yes
# 	trigger = {
# 		OR = {
# 			has_trait = sadistic
# 			has_trait = callous
# 		}
# 		has_trait = cynical
# 		OR = {
# 			has_trait = reclusive
# 			has_trait = torturer
# 			has_trait = murderer
# 		}
# 	}

# 	weight_multiplier = { base = 2 }
# 	immediate = { give_custom_epithet_1 = { NICKNAME = nick_heartless } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0027 = {
# 	hidden = yes
# 	trigger = {
# 		OR = {
# 			has_trait = sadistic
# 			has_trait = callous
# 		}
# 		has_trait = cynical
# 		OR = {
# 			has_trait = reclusive
# 			has_trait = torturer
# 			has_trait = murderer
# 		}
# 	}

# 	weight_multiplier = { base = 2 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_cold } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0028 = { 
# 	hidden = yes
# 	trigger = {
# 		dread >= 80
# 		NOR = {
# 			has_trait = forgiving
# 			has_trait = trusting
# 			has_trait = compassionate
# 		}
# 	}

# 	weight_multiplier = { base = 2 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_dreadful } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0029 = {
# 	hidden = yes
# 	trigger = {
# 		OR = {
# 			piety_level <= 0
# 			AND = {
# 				faith = { NOT = { has_doctrine_parameter = deviancy_accepted } }
# 				has_trait = deviant
# 			}
# 			AND = {
# 				faith = { NOT = { has_doctrine_parameter = witchcraft_accepted } }
# 				has_trait = witch
# 			}
# 			AND = {
# 				faith = { NOT = { has_doctrine_parameter = kinslaying_accepted } }
# 				has_trait = kinslayer
# 			}
# 			AND = {
# 				faith = { NOT = { has_doctrine_parameter = spirit_possession_active } }
# 				has_possessed_trait_trigger = yes
# 			}
# 			num_sinful_traits >= 3
# 		}
# 		num_virtuous_traits = 0
# 	}

# 	weight_multiplier = { base = 3 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_wicked } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0030 = {
# 	hidden = yes
# 	trigger = {
# 		OR = {
# 			has_trait = callous
# 			has_trait = sadistic
# 		}
# 		has_trait = arrogant
# 		has_trait = cynical
# 		dread >= 25
# 		num_virtuous_traits = 0
# 	}

# 	weight_multiplier = { base = 3 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_spiteful } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0031 = {
# 	hidden = yes
# 	trigger = {
# 		NOR = {
# 			has_trait = lustful
# 			has_trait = forgiving
# 			has_trait = generous
# 			has_trait = gregarious
# 			has_trait = honest
# 			has_trait = honest
# 			has_trait = gluttonous
# 			has_trait = trusting
# 			has_trait = compassionate
# 		}
# 		has_depressed_trait_trigger = yes
# 	}

# 	weight_multiplier = { base = 2 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_dire } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0032 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = hunter_3
# 	}

# 	weight_multiplier = { base = 2 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_eagle_eyed } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0033 = { 
# 	hidden = yes
# 	trigger = {
# 		nickname_already_given_list_trigger = { NICKNAME = nick_reincarnated }
# 		faith = { has_doctrine = tenet_reincarnation }
# 		has_trait = reincarnation
# 	}

# 	weight_multiplier = { base = 10 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_reincarnated } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0034 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = generous
# 		has_trait = forgiving
# 	}

# 	weight_multiplier = { base = 2 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_indulgent } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0035 = { 
# 	hidden = yes
# 	trigger = {
# 		OR = {
# 			has_trait = avaricious
# 			has_trait = greedy
# 		}
# 		stewardship >= 12
# 	}

# 	weight_multiplier = { base = 2 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_thrifty } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0036 = { 
# 	hidden = yes
# 	trigger = {
# 		has_depressed_trait_trigger = yes
# 	}

# 	weight_multiplier = { base = 2 }
# 	immediate = {
# 		random_list = {
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_melancholic } }
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_grim } }
# 		}
# 	}
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0037 = {
# 	hidden = yes
# 	trigger = {
# 		has_lunatic_trait_trigger = yes
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_lunatic } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0038 = {
# 	hidden = yes
# 	trigger = {
# 		has_possessed_trait_trigger = yes
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_possessed } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0039 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = scaly
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_scaly } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0040 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = beauty_bad_3
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_hideous } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0041 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = intellect_bad
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_slow } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0042 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = physique_bad_1
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_delicate } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0043 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = strong
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_strong } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0044 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = gallant
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_galant } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0045 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = avaricious
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_avaricious } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0046 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = torturer
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_torturer } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0047 = { 
# 	hidden = yes
# 	trigger = {
# 		stewardship >= 17
# 	}

# 	weight_multiplier = { base = 5 }
# 	immediate = {
# 		random_list = {
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_golden } }
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_silver } }
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_platinum } }
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_affluent } }
# 		}
# 	}
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0048 = { 
# 	hidden = yes
# 	trigger = {
# 		diplomacy >= 17
# 	}

# 	weight_multiplier = { base = 5 }
# 	immediate = {
# 		random_list = {
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_eminent } }
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_charismatic } }
# 		}
# 	}
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0049 = { 
# 	hidden = yes
# 	trigger = {
# 		martial >= 17
# 	}

# 	weight_multiplier = { base = 5 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_warmongering } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0050 = { 
# 	hidden = yes
# 	trigger = {
# 		intrigue >= 17
# 	}

# 	weight_multiplier = { base = 5 }
#     immediate = {
# 		random_list = {
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_shadow } }
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_elusive } }
# 		}
# 	}
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0051 = { 
# 	hidden = yes
# 	trigger = {
# 		learning >= 17
# 	}

# 	weight_multiplier = { base = 5 }
#     immediate = {
# 		random_list = {
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_wise } }
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_bright } }
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_insightful } }
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_astute } }
# 		}
# 	}
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0052 = { 
# 	hidden = yes
# 	trigger = {
# 		prowess >= 20
# 	}

# 	weight_multiplier = { base = 5 }
# 	immediate = { give_custom_epithet_1 = { NICKNAME = nick_iron } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0053 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = blind
# 	}

# 	weight_multiplier = { base = 2 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_blind } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0054 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = giant
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_tall } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0055 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = shrewd
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_shrewd } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0056 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = disfigured
# 	}

# 	weight_multiplier = { base = 0.5 }
# 	immediate = {
# 		random_list = {
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_masked } }
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_faceless } }
# 		}
# 	}
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0057 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = one_eyed
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_one_eyed } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0058 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = one_legged
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_wobbly } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0059 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = scarred
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_scarred } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0060 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = stubborn
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_stubborn } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0061 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = brave
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = {
# 		random_list = {
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_brave } }
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_fearless } }
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_valiant } }
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_valorous } }
# 		}
# 	}
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0062 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = sadistic
# 	}

# 	weight_multiplier = { base = 0.5 }
# 	immediate = {
# 		random_list = {
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_cruel } }
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_sadistic } }
# 		}
# 	}
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0063 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = humble
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_humble } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0064 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = lustful
# 	}

# 	weight_multiplier = { base = 0.5 }
# 	immediate = {
# 		random_list = {
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_passioned } }
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_lustful } }
# 		}
# 	}
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0065 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = fickle
# 	}

# 	weight_multiplier = { base = 0.5 }
# 	immediate = {
# 		random_list = {
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_indecisive } }
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_irresolute } }
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_fickle } }
# 		}
# 	}
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0066 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = greedy
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_greedy } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0067 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = arrogant
# 	}

# 	weight_multiplier = { base = 0.5 }
# 	immediate = {
# 		random_list = {
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_vainglorious } }
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_arrogant } }
# 		}
# 	}
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0068 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = craven
# 	}

# 	weight_multiplier = { base = 0.5 }
# 	immediate = {
# 		random_list = {
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_trembling } }
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_craven } }
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_spineless } }
# 		}
# 	}
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0069 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = wrathful
# 	}

# 	weight_multiplier = { base = 0.5 }
# 	immediate = {
# 		random_list = {
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_irascible } }
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_wrathful } }
# 		}
# 	}
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0070 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = calm
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_calm } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0071 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = ambitious
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_ambitious } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0072 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = diligent
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_diligent } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0073 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = lazy
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_lazy } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0074 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = forgiving
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_forgiving } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0075 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = vengeful
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_vengeful } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0076 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = generous
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_generous } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0077 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = gregarious
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_gregarious } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0078 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = deceitful
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_deceitful } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0079 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = just
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_just } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0080 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = arbitrary
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_arbitrary } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0081 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = patient
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_patient } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0082 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = impatient
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_impatient } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0083 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = zealous
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_zealous } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0084 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = disinherited
# 	}

# 	weight_multiplier = { base = 2 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_abandonned } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0085 = {
# 	hidden = yes
# 	trigger = {
# 		has_character_modifier = intrigue_broken_modifier
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_broken } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0086 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = albino
# 	}

# 	weight_multiplier = { base = 2 }
# 	immediate = {
# 		random_list = {
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_white } }
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_milky } }
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_pale } }
# 		}
# 	}
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0087 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = spindly
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_thin } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0088 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = wheezing
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_wheezing } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0089 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = dwarf
# 	}

# 	weight_multiplier = { base = 1 }
# 	immediate = {
# 		random_list = {
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_small } }
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_short } }
# 		}
# 	}
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0090 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = hunchbacked
# 	}

# 	weight_multiplier = { base = 0.5 }
# 	immediate = {
# 		random_list = {
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_hunchbacked } }
# 			100 = { give_custom_epithet_1 = { NICKNAME = nick_crooked } }
# 		}
# 	}
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0091 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = reclusive
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_recluse } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0092 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = drunkard
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_unsteady } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0093 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = winter_soldier
# 	}

# 	weight_multiplier = { base = 2 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_winter } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0094 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = pilgrim
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_wandering } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0095 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = disinherited
# 	}

# 	weight_multiplier = { base = 2 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_abandonned } }
# }
# ## ---------------------------------------------------------------
# epithet_random_1.0096 = {
# 	hidden = yes
# 	trigger = {
# 		has_character_modifier = diplomacy_majesty_4090_no_raiment_modifier
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_short_dressed } }
# }