﻿# ###################################################################
# namespace = epithet_random_2

# ## ---------------------------------------------------------------
# epithet_random_2.0001 = { 
# 	hidden = yes
# 	trigger = {
# 		is_king_queen_culture = yes
# 		has_government = feudal_government
# 		highest_held_title_tier = tier_kingdom
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_king } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0002 = { 
# 	hidden = yes
# 	trigger = {
# 		dread > 80
# 		prestige_level >= 4
# 		has_weak_trait_trigger = no
# 		has_substance_abuse_trait_trigger = no
# 		has_unpleasant_appearence_trait_trigger = no
# 		has_bad_health_trait_trigger = no
# 		has_disease_trait_trigger = no
# 	}

# 	weight_multiplier = { base = 4 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_dragon } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0003 = { 
# 	hidden = yes
# 	trigger = {
# 		is_female = no
# 		has_strong_trait_trigger = yes
# 		NOT = { has_trait = beauty_good }
# 	}

# 	weight_multiplier = { base = 3 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_bull } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0004 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = arrogant
# 		has_trait = gregarious
# 		OR = {
# 			has_trait = beauty_good_2
# 			has_trait = beauty_good_3
# 		}
# 	}

# 	weight_multiplier = { base = 3 }
# 	immediate = { give_custom_epithet_2 = { NICKNAME = nick_peacock } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0005 = { 
# 	hidden = yes
# 	trigger = {
# 		is_female = yes
# 		has_trait = beauty_good
# 		has_unpleasant_appearence_trait_trigger = no
# 		has_trait = witch
# 	}

# 	weight_multiplier = { base = 3 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_enchantress } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0006 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = shrewd
# 		capital_province = {
# 			NOR = {
# 				geographical_region = world_india
# 				geographical_region = world_africa
# 			}
# 		}
# 	}

# 	weight_multiplier = { base = 3 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_fox } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0007 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = giant
# 		has_trait = one_eyed
# 	}

# 	weight_multiplier = { base = 2 }
# 	immediate = { give_custom_epithet_2 = { NICKNAME = nick_cyclop } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0008 = {
# 	hidden = yes
# 	trigger = {
# 		is_female = no
# 		has_strong_trait_trigger = yes
# 		OR = {
# 			has_trait = beauty_bad
# 			has_trait = disfigured
# 			has_trait = scarred
# 		}
# 		OR = {
# 			has_trait = gluttonous
# 			has_trait = impatient
# 			has_trait = wrathful
# 		}
# 	}

# 	weight_multiplier = { base = 3 }
# 	immediate = { give_custom_epithet_2 = { NICKNAME = nick_boar } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0009 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = giant
# 		has_strong_trait_trigger = yes
# 		OR = {
# 			dread >= 50
# 			has_trait = cannibal
# 		}
# 	}

# 	weight_multiplier = { base = 4 }
# 	immediate = { give_custom_epithet_2 = { NICKNAME = nick_ogre } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0010 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = brave
# 		has_strong_trait_trigger = yes
# 		is_martial_character = yes
# 		has_weak_trait_trigger = no
# 	}

# 	weight_multiplier = { base = 4 }
# 	immediate = { give_custom_epithet_2 = { NICKNAME = nick_lion } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0011 = { 
# 	hidden = yes
# 	trigger = {
# 		is_count_culture = yes
# 		has_government = feudal_government
# 		highest_held_title_tier = tier_county
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_count } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0012 = { 
# 	hidden = yes
# 	trigger = {
# 		is_duke_culture = yes
# 		has_government = feudal_government
# 		highest_held_title_tier = tier_duchy
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_duke } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0013 = { 
# 	hidden = yes
# 	trigger = {
# 		is_emperor_empress_culture = yes
# 		has_government = feudal_government
# 		highest_held_title_tier = tier_empire
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_emperor } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0014 = { 
# 	hidden = yes
# 	trigger = {
# 		can_get_greco_roman_nickname_trigger = yes
# 		has_trait = giant
# 		has_trait = scaly
# 		has_trait = cannibal
# 		dread >= 50
# 	}

# 	weight_multiplier = { base = 4 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_hydra } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0015 = { 
# 	hidden = yes
# 	trigger = {
# 		can_get_greco_roman_nickname_trigger = yes
# 		has_unpleasant_appearence_trait_trigger = yes
# 		OR = {
# 			has_trait = kinslayer
# 			has_trait = cannibal
# 			has_trait = excommunicated
# 			has_trait = murderer
# 		}
# 	}

# 	weight_multiplier = { base = 3 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_chimera } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0016 = {
# 	hidden = yes
# 	trigger = {
# 		can_get_west_europe_cultural_nickname_trigger = yes
# 		has_trait = reincarnation
# 	}

# 	weight_multiplier = { base = 4 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_phoenix } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0017 = {
# 	hidden = yes
# 	trigger = {
# 		can_get_west_europe_cultural_nickname_trigger = yes
# 		num_sinful_traits >= 3
# 		has_infamous_trait_trigger = yes
# 		dread >= 50
# 	}

# 	weight_multiplier = { base = 6 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_manticore } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0018 = {
# 	hidden = yes
# 	trigger = {
# 		can_get_west_europe_cultural_nickname_trigger = yes
# 		calc_true_if = {
# 			amount = 3
# 			has_trait = wrathful
# 			has_trait = vengeful
# 			has_trait = deceitful
# 			has_trait = cynical
# 			has_trait = callous
# 			has_trait = sadistic
# 			has_trait = arbitrary
# 		}
# 		has_trait = scaly
# 		OR = {
# 			has_trait = murderer
# 			has_trait = torturer
# 			has_possessed_trait_trigger = yes
# 			has_lunatic_trait_trigger = yes
# 		}
# 	}

# 	weight_multiplier = { base = 6 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_basilisk } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0019 = {
# 	hidden = yes
# 	trigger = {
# 		dread > 50
# 		can_get_west_europe_cultural_nickname_trigger = yes
# 		OR = {
# 			has_trait = wrathful
# 			has_trait = vengeful
# 			has_trait = impatient
# 		}
# 		OR = {
# 			has_trait = kinslayer
# 			has_trait = cannibal
# 			has_trait = torturer
# 		}
# 		has_trait = scaly
# 	}

# 	weight_multiplier = { base = 6 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_wyvern } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0020 = {
# 	hidden = yes
# 	trigger = {
# 		culture = culture:egyptian
# 		is_female = no
# 		has_trait = brave
# 		has_trait = patient
# 		has_trait = just
# 		has_strong_trait_trigger = yes
# 	}

# 	weight_multiplier = { base = 3 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_sphinx } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0021 = {
# 	hidden = yes
# 	trigger = {
# 		OR = {
# 			is_african_culture = yes
# 			is_indian_culture = yes
# 			capital_province = { geographical_region = world_india }
# 			capital_province = { geographical_region = world_africa }
# 		}
# 		has_trait = scaly
# 		OR = {
# 			has_trait = callous
# 			has_trait = sadistic
# 		}
# 	}

# 	weight_multiplier = { base = 4 }
# 	immediate = { give_custom_epithet_2 = { NICKNAME = nick_crocodile } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0022 = {
# 	hidden = yes
# 	trigger = {
# 		can_get_africa_geographical_nickname = no
# 		NOR = {
# 			has_trait = craven
# 			has_trait = forgiving
# 			has_trait = deceitful
# 			has_trait = trusting
# 			has_trait = compassionate
# 		}
# 		has_strong_trait_trigger = yes
# 	}

# 	weight_multiplier = { base = 4 }
# 	immediate = { give_custom_epithet_2 = { NICKNAME = nick_bear } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0023 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = giant
# 		has_trait = scaly
# 	}

# 	weight_multiplier = { base = 2 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_python } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0024 = {
# 	hidden = yes
# 	trigger = {
# 		is_female = yes
# 		has_trait = beauty_good_3
# 	}

# 	weight_multiplier = { base = 3 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_rose } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0025 = {
# 	hidden = yes
# 	trigger = {
# 		is_knight = yes
# 	}

# 	weight_multiplier = { base = 3 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_knight } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0026 = {
# 	hidden = yes
# 	trigger = {
# 		is_female = no
# 		prowess >= 20
# 		probably_unintelligent_trigger = yes
# 	}

# 	weight_multiplier = { base = 3 }
# 	immediate = { give_custom_epithet_2 = { NICKNAME = nick_ox } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0027 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = deceitful
# 		has_trait = arbitrary
# 		OR = {
# 			has_trait = sadistic
# 			has_trait = callous
# 			has_trait = cynical
# 			has_trait = paranoid
# 			has_trait = patient
# 			has_trait = vengeful
# 			has_trait = wrathful
# 		}
# 		OR = {
# 			has_trait = schemer
# 			has_trait = torturer
# 			has_trait = lifestyle_blademaster
# 		}
# 	}

# 	weight_multiplier = { base = 3 }
# 	immediate = { give_custom_epithet_2 = { NICKNAME = nick_scorpion } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0028 = {
# 	hidden = yes
# 	trigger = {
# 		can_get_north_world_geographical_nickname = yes
# 		NOR = {
# 			has_trait = craven
# 			has_trait = forgiving
# 			has_trait = trusting
# 			has_trait = compassionate
# 		}
# 		is_good_knight_or_martial_lord = yes
# 	}

# 	weight_multiplier = { base = 4 }
# 	immediate = { give_custom_epithet_2 = { NICKNAME = nick_leopard } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0029 = { 
# 	hidden = yes
# 	trigger = {
# 		can_get_northerner_nickname_trigger = yes
# 		OR = {
# 			is_independent_ruler = yes
# 			is_knight = yes
# 		}
# 		OR = {
# 			has_trait = viking
# 			has_trait = shieldmaiden
# 			has_trait = berserker
# 		}
# 		OR = {
# 			has_trait = reaver
# 			has_trait = forder
# 		}
# 		has_strong_trait_trigger = yes
# 		has_trait = giant
# 	}

# 	weight_multiplier = { base = 4 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_kraken } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0030 = {
# 	hidden = yes
# 	trigger = {
# 		can_get_northerner_nickname_trigger = yes
# 		is_female = yes
# 		piety_level >= 2
# 		has_trait = faith_warrior
# 		OR = {
# 			has_trait = brave
# 			has_trait = zealous
# 		}
# 		OR = {
# 			martial >= 15
# 			prowess >= 20
# 		}
# 	}

# 	weight_multiplier = { base = 8 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_valkyrie } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0031 = {
# 	hidden = yes
# 	trigger = {
# 		can_get_northerner_nickname_trigger = yes
# 		is_knight = yes
# 	}

# 	weight_multiplier = { base = 2 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_huscarl } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0032 = { 
# 	hidden = yes
# 	trigger = {
#         can_get_greco_roman_nickname_trigger = yes
# 		has_trait = giant
# 		has_strong_trait_trigger = yes
# 	}

# 	weight_multiplier = { base = 5 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_titan } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0033 = {
# 	hidden = yes
# 	trigger = {
# 		can_get_greco_roman_nickname_trigger = yes
# 		OR = {
# 			dread >= 50
# 			tyranny >= low_tyranny
# 		}
# 		OR = {
# 			has_trait = brave
# 			has_trait = wrathful
# 			has_trait = vengeful
# 			has_trait = arbitrary
# 			has_trait = callous
# 		}
# 		has_trait = giant
# 		is_female = no
# 		prowess >= 20
# 	}

# 	weight_multiplier = { base = 7 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_cerberus } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0034 = { 
# 	hidden = yes
# 	trigger = {
# 		can_get_greco_roman_nickname_trigger = yes
# 		is_female = no
# 		prowess >= 20
# 		has_trait = giant
# 		has_strong_trait_trigger = yes
# 		OR = {
# 			has_trait = beauty_bad
# 			has_trait = disfigured
# 		}
# 		has_trait = reclusive
# 	}

# 	weight_multiplier = { base = 8 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_minotaur } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0035 = { 
# 	hidden = yes
# 	trigger = {
# 		can_get_greco_roman_nickname_trigger = yes
# 		has_trait = giant
# 		has_strong_trait_trigger = yes
# 		has_trait = calm
# 		has_trait = patient
# 		has_trait = temperate
# 	}

# 	weight_multiplier = { base = 6 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_colossus } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0036 = {
# 	hidden = yes
# 	trigger = {
# 		can_get_west_europe_cultural_nickname_trigger = yes
# 		has_strong_trait_trigger = yes
# 		has_trait =  brave
# 		is_good_knight_or_martial_lord = yes
# 	}

# 	weight_multiplier = { base = 4 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_griffin } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0037 = {
# 	hidden = yes
# 	trigger = {
# 		can_get_west_europe_cultural_nickname_trigger = yes
# 		has_trait =  brave
# 		is_good_knight_or_martial_lord = yes
# 		has_strong_trait_trigger = yes
# 	}

# 	weight_multiplier = { base = 4 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_hippogriff } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0038 = {
# 	hidden = yes
# 	trigger = {
# 		can_get_asian_geographical_nickname = yes
# 		NOR = {
# 			has_trait = craven
# 			has_trait = forgiving
# 			has_trait = trusting
# 			has_trait = compassionate
# 		}
# 		is_good_knight_or_martial_lord = yes
# 	}

# 	weight_multiplier = { base = 4 }
# 	immediate = { give_custom_epithet_2 = { NICKNAME = nick_tiger } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0039 = {
# 	hidden = yes
# 	trigger = {
# 		culture = { has_cultural_pillar = heritage_latin }
# 		has_government = mercenary_government
# 		is_good_knight_or_martial_lord = yes
# 	}

# 	weight_multiplier = { base = 3 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_condottiere } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0040 = {
# 	hidden = yes
# 	trigger = {
# 		has_religion = religion:christianity_religion
# 		OR = {
# 			has_trait = faith_warrior
# 			has_trait = crusader_king
# 			has_trait = order_member
# 		}
# 		is_good_knight_or_martial_lord = yes
# 	}

# 	weight_multiplier = { base = 3 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_crusader } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0041 = { 
# 	hidden = yes
# 	trigger = {
# 		OR = {
# 			has_trait = clubfooted
# 			has_trait = one_legged
# 			has_trait = maimed
# 		}
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_cripple } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0042 = { 
# 	hidden = yes
# 	trigger = {
# 		has_character_modifier = obese_modifier
# 		OR = {
# 			has_trait = drunkard
# 			has_trait = comfort_eater
# 			has_trait = gluttonous
# 		}
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_potbelly } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0043 = {
# 	hidden = yes
# 	trigger = {
# 		OR = {
# 			has_trait = bastard
# 			has_trait = bastard_founder
# 			has_trait = legitimized_bastard
# 		}
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_bastard } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0044 = {
# 	hidden = yes
# 	trigger = {
# 		OR = {
# 			has_trait = beauty_bad
# 			has_trait = disfigured
# 			has_trait = inbred
# 		}
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_frog } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0045 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = drunkard
# 		OR = {
# 			has_trait = gluttonous
# 			has_trait = lifestyle_reveler
# 		}
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_drunkard } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0046 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = peasant_leader
# 		OR = {
# 			has_trait = stuttering
# 			has_trait = lisping
# 			probably_intelligent_trigger = no
# 		}
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_commoner } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0047 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = deceitful
# 		has_trait = craven
# 		has_trait = paranoid
# 	}

# 	weight_multiplier = { base = 2 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_weasel } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0048 = { 
# 	hidden = yes
# 	trigger = {
# 		has_strong_trait_trigger = yes
# 		OR = {
# 			has_trait = beauty_bad
# 			has_trait = scarred
# 			has_trait = disfigured
# 		}
# 	}

# 	weight_multiplier = { base = 2 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_hound } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0049 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = cynical
# 		piety_level <= 3
# 		num_sinful_traits >= 2
# 	}

# 	weight_multiplier = { base = 3 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_blasphemer } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0050 = {
# 	hidden = yes
# 	trigger = {
# 		calc_true_if = {
# 			amount >= 3
# 			has_trait = wrathful
# 			has_trait = lunatic
# 			has_trait = sadistic
# 			has_trait = torturer
# 			has_trait = arbitrary
# 			has_trait = stubborn
# 			has_trait = deceitful
# 			has_trait = paranoid
# 			has_trait = callous
# 			has_trait = vengeful
# 			has_trait = impatient
# 		}
# 		tyranny >= low_tyranny
# 	}

# 	weight_multiplier = { base = 3 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_oppressor } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0051 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = greedy
# 		has_trait = deceitful
# 		has_trait = gluttonous
# 		has_trait = bleeder
# 	}

# 	weight_multiplier = { base = 3 }
# 	immediate = { give_custom_epithet_2 = { NICKNAME = nick_leech } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0052 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = torturer
# 		OR = {
# 			has_trait = sadistic
# 			has_trait = callous
# 		}
# 	}

# 	weight_multiplier = { base = 3 }
# 	immediate = { give_custom_epithet_2 = { NICKNAME = nick_butcher } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0053 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = spindly
# 		has_character_modifier = malnourished_modifier
# 		has_weak_trait_trigger = yes
# 	}

# 	weight_multiplier = { base = 4 }
# 	immediate = { give_custom_epithet_2 = { NICKNAME = nick_skeleton } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0054 = { 
# 	hidden = yes
# 	trigger = {
# 		prestige_level <= 2
# 		has_trait = ambitious
# 		has_trait = arbitrary
# 		OR = {
# 			has_trait = stubborn
# 			has_trait = arrogant
# 		}
# 		NOT = { has_trait = shy }
# 		tyranny >= low_tyranny
# 	}

# 	weight_multiplier = { base = 4 }
# 	immediate = { give_custom_epithet_2 = { NICKNAME = nick_kingfish } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0055 = {
# 	hidden = yes
# 	trigger = {
# 		prowess >= 20
# 		OR = {
# 			has_strong_trait_trigger = yes
# 			has_trait = giant
# 		}
# 		OR = {
# 			has_trait = sadistic
# 			has_government = tribal_government
# 			faith = {
# 				has_doctrine = pagan_hostility_doctrine
# 			}
# 		}
# 		probably_unintelligent_trigger = yes
# 	}

# 	weight_multiplier = { base = 5 }
# 	immediate = { give_custom_epithet_2 = { NICKNAME = nick_brute } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0056 = {
# 	hidden = yes
# 	trigger = {
# 		is_knight = yes
# 		has_government = feudal_government
# 	}

# 	weight_multiplier = { base = 3 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_knight } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0057 = { 
# 	hidden = yes
# 	trigger = {	
# 		has_trait = physician_3
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_surgeon } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0058 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = blademaster_3
# 	}

# 	weight_multiplier = { base = 3 }
# 	immediate = {
# 		random_list = {
# 			100 = { give_custom_epithet_2 = { NICKNAME = nick_sword } }
# 			100 = { give_custom_epithet_2 = { NICKNAME = nick_warrior } }
# 		}
#     }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0059 = { 
# 	hidden = yes
# 	trigger = {
# 		OR = {
# 			martial >= 17
# 			has_trait = strategist
# 		}
# 	}

# 	weight_multiplier = { base = 2 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_strategist } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0060 = { 
# 	hidden = yes
# 	trigger = {
# 		stewardship <= 10
# 		has_trait = generous
# 	}

# 	weight_multiplier = { base = 2 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_wastrel } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0061 = {
# 	hidden = yes
# 	trigger = {
# 		has_lunatic_trait_trigger = yes
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_lunatic } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0062 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = intellect_good_3
# 	}

# 	weight_multiplier = { base = 2 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_genius } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0063 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = diplomat
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_diplomat } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0064 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = family_first
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_patriarch } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0065 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = overseer
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_overseer } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0066 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = administrator
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_administrator } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0067 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = architect
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_architect } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0068 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = schemer
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_schemer } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0069 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = seducer
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_seducer } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0070 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = torturer
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_torturer } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0071 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = scholar
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_scholar } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0072 = {
# 	hidden = yes
# 	trigger = {
# 		martial >= 17
# 	}

# 	weight_multiplier = { base = 3 }
# 	immediate = {
# 		random_list = {
# 			100 = { give_custom_epithet_2 = { NICKNAME = nick_conqueror } }
# 			100 = { give_custom_epithet_2 = { NICKNAME = nick_sword } }
# 			100 = { give_custom_epithet_2 = { NICKNAME = nick_wolf } }
# 			100 = { give_custom_epithet_2 = { NICKNAME = nick_warrior } }
# 			100 = { give_custom_epithet_2 = { NICKNAME = nick_tactician } }
# 		}
#     }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0073 = {
# 	hidden = yes
# 	trigger = {
# 		stewardship >= 17
# 	}

# 	weight_multiplier = { base = 3 }
# 	immediate = {
# 		random_list = {
# 			100 = { give_custom_epithet_2 = { NICKNAME = nick_midas } }
# 			100 = { give_custom_epithet_2 = { NICKNAME = nick_midas } }
# 		}
#     }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0074 = {
# 	hidden = yes
# 	trigger = {
# 		faith = { has_doctrine = tenet_hedonistic }
# 		has_trait = gluttonous
# 	}

# 	weight_multiplier = { base = 2 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_hedonist } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0075 = {
# 	hidden = yes
# 	trigger = {
# 		intrigue >= 17
# 	}

# 	weight_multiplier = { base = 3 }
# 	immediate = {
# 		random_list = {
# 			100 = { give_custom_epithet_2 = { NICKNAME = nick_shadow } }
# 		}
#     }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0076 = {
# 	hidden = yes
# 	trigger = {
# 		learning >= 17
# 	}

# 	weight_multiplier = { base = 3 }
# 	immediate = {
# 		random_list = {
# 			100 = { give_custom_epithet_2 = { NICKNAME = nick_philosopher } }
# 		}
#     }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0077 = {
# 	hidden = yes
# 	trigger = {
# 		prowess >= 20
# 	}

# 	weight_multiplier = { base = 3 }
# 	immediate = {
# 		random_list = {
# 			100 = { give_custom_epithet_2 = { NICKNAME = nick_sword } }
# 			100 = { give_custom_epithet_2 = { NICKNAME = nick_slayer } }
# 			100 = { give_custom_epithet_2 = { NICKNAME = nick_warrior } }
# 			100 = { give_custom_epithet_2 = { NICKNAME = nick_champion } }
# 		}
#     }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0078 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = giant
# 	}

# 	weight_multiplier = { base = 2 }
# 	immediate = {
# 		random_list = {
# 			100 = { give_custom_epithet_2 = { NICKNAME = nick_giant } }
# 			100 = { give_custom_epithet_2 = { NICKNAME = nick_tower } }
# 			100 = { give_custom_epithet_2 = { NICKNAME = nick_mountain } }
# 		}
#     }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0079 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = dwarf
# 	}

# 	weight_multiplier = { base = 2 }
# 	immediate = {
# 		random_list = {
# 			100 = { give_custom_epithet_2 = { NICKNAME = nick_halfman } }
# 			100 = { give_custom_epithet_2 = { NICKNAME = nick_dwarf } }
# 		}
#     }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0080 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = deceitful
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_deceiver } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0081 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = arbitrary
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_quarreller } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0082 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = witch
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_witch } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0083 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = scaly
# 	}

# 	weight_multiplier = { base = 0.5 }
# 	immediate = {
# 		random_list = {
# 			100 = { give_custom_epithet_2 = { NICKNAME = nick_lizard } }
# 			100 = { give_custom_epithet_2 = { NICKNAME = nick_snake } }
# 		}
#     }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0084 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = unyielding_defender
# 	}

# 	weight_multiplier = { base = 2 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_shield } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0085 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = rough_terrain_expert
# 	}

# 	weight_multiplier = { base = 2 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_ram } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0086 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = reaver
# 	}

# 	weight_multiplier = { base = 2 }
#     immediate = { give_custom_epithet_1 = { NICKNAME = nick_raider } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0087 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = berserker
# 	}

# 	weight_multiplier = { base = 0.5 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_berserker } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0088 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = poet
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = {
# 		random_list = {
# 			100 = { give_custom_epithet_2 = { NICKNAME = nick_troubadour } }
# 			100 = { give_custom_epithet_2 = { NICKNAME = nick_bard } }
# 			100 = { give_custom_epithet_2 = { NICKNAME = nick_artist } }
# 		}
#     }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0089 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = excommunicated
# 	}

# 	weight_multiplier = { base = 2 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_heretic } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0090 = {
# 	hidden = yes
# 	trigger = {
# 		has_trait = leper
# 	}

# 	weight_multiplier = { base = 2 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_leper } }
# }
# ## ---------------------------------------------------------------
# epithet_random_2.0091 = { 
# 	hidden = yes
# 	trigger = {
# 		has_trait = eunuch
# 	}

# 	weight_multiplier = { base = 1 }
#     immediate = { give_custom_epithet_2 = { NICKNAME = nick_eunuch } }
# }