﻿#################################### THE DUKE AND THE BODENSEE ######################################
#																									#
# The Duke of Swabia sat by the shores of the Bodensee with his fishing rod for many months without #
# reward. He had even put a lovely slice of dove pie on the hook, but his bucket remained empty.	#
# "Are there no characters in the lake?" he thought to himself and sighed. "At this rate, my court 	#
# will become desolate within a generation! My heir will have no diligent councillors, no brave 	#
# knights, and no wise crones to help him rule the lands!" 											#		
#																									#
# The Duke cried for a long, long while, and then stood up to gathering his things.					#
# "Thank God!" he suddenly exclaimed. "I have an idea!"												#
# If the lake was empty, could he not create some new characters and release them into the waters?  #
# If some of them married, the Bodensee would surely be repopulated in just a few years!			#
#																									#
# The clever Duke quickly got to work. He made maidens and adventurers, matrons and fools. Young	#
# and old he made them, weak and strong, wicked and pious. The sun rose in the sky and set again.	#
# Under the light of moon and stars, the Duke put the final touch on his creation. 					#
#																									#
# The next morning, he gently released the little characters into the waters. He watched them swim 	#
# away with tears of happiness trailing down his whiskered cheeks. This was farewell, but he was 	#
# certain - they would not be gone for long.														#
#																									#
# And this is the story behind why pools spawn new characters for the royal courts all over the 	#
# world. Whenever we throw our hook into the depths, we send a thought of gratitude to the noble 	#
# Duke of Swabia, and his marvelous creation.														#
#																									#
#####################################################################################################





#Notes
#Random Traits List contains relevant lifestyle traits and all personality traits exist in 1 template
#Template-specific skill min/max regulated through scripted values
#Template-specific education trait is weighted

pool_repopulate_prowess = {
	age = { 20 40 }
	random_traits = yes
	gender_female_chance = root_soldier_female_chance
	culture = root.culture
	faith = root.faith
	prowess = {
		min_guest_template_skill max_guest_template_skill
	}
	random_traits_list = {
		education_martial_1 = { weight = { base = 35 } }
		education_martial_2 = { weight = { base = 35 } }
		education_martial_3 = { weight = { base = 20 } }
		education_martial_4 = { weight = { base = 10 } }
	}
	#AGOT Added
	random_traits_list = {
		education_martial_prowess_1 = { weight = { base = 10 } }
		education_martial_prowess_2 = { weight = { base = 55 } }
		education_martial_prowess_3 = { weight = { base = 30 } }
		education_martial_prowess_4 = { weight = { base = 5 } }
	}
	random_traits_list = {
		count = { 0 1 }
		#AGOT Disabled, moved into after block
		#lifestyle_blademaster = {}
		gallant = {}
		brave = {}
		gluttonous = {}
		strong = {}
		athletic = {}
		lifestyle_hunter = {}
	}
	dynasty = none
	after_creation = {
		random_list = {
			200 = {
				# Character is of average weight, nothing happens	
			}
			25 = {
				change_current_weight = -25
			}
			25 = {
				change_current_weight = -75
			}
			25 = {
				change_current_weight = 25
			}
			25 = {
				change_current_weight = 75
			}
			5 = {
				change_current_weight = 100
			}
			5 = {
				change_current_weight = 200
			}
		}
		random = {
			chance = 1
			
			add_trait = lifestyle_poet
			
			modifier = {
				add = 10
				culture = { has_cultural_parameter = poet_trait_more_common }
			}
			#AGOT Disabled
			# modifier = {
			# 	add = 5
			# 	OR = {
			# 		culture = { has_cultural_pillar = heritage_north_germanic }
			# 		religion = religion:germanic_religion
			# 	}
			# }
		}
		
		# Cultural Traditions
		if = {
			limit = {
				culture = {
					has_cultural_parameter = winter_soldier_trait_more_common
				}
				NOT = {
					has_trait = winter_soldier
				}
			}
			random = {
				chance = 10
				add_trait = winter_soldier
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = forest_fighter_trait_more_common
				}
				NOT = {
					has_trait = forest_fighter
				}
			}
			random = {
				chance = 10
				add_trait = forest_fighter
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = rough_terrain_expert_trait_more_common
				}
				NOT = {
					has_trait = rough_terrain_expert
				}
			}
			random = {
				chance = 10
				add_trait = rough_terrain_expert
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = desert_warrior_trait_more_common
				}
				NOT = {
					has_trait = desert_warrior
				}
			}
			random = {
				chance = 10
				add_trait = desert_warrior
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = jungle_stalker_trait_more_common
				}
				NOT = {
					has_trait = jungle_stalker
				}
			}
			random = {
				chance = 10
				add_trait = jungle_stalker
			}
		}
		#AGOT Added, cultural bonuses
		agot_cultural_commander_traits_random_effect = yes
		set_interesting_traits_and_modifiers_effect = yes
		#AGOT Modified, only those with good prowess education can get blademaster
		# add_random_tiered_trait_xp_effect = {
		# 	TRAIT = lifestyle_blademaster
		# 	LEVEL_1 = yes
		# 	LEVEL_3 = yes
		# }
		if = {
			limit = {
				OR = {
					has_trait = education_martial_prowess_3
					has_trait = education_martial_prowess_4
				}
			}
			add_trait = lifestyle_blademaster
			add_random_tiered_trait_xp_effect = {
				TRAIT = lifestyle_blademaster
				LEVEL_1 = yes
				LEVEL_3 = yes
			}
		}
		#AGOT End
		add_random_tiered_trait_track_xp_effect = {
			TRAIT = lifestyle_hunter
			TRACK = hunter
			LEVEL_1 = yes
			LEVEL_3 = no
		}
		# ToTo Hastiluder
		if = {
			limit = { has_dlc_feature = tours_and_tournaments }
			random = {
				chance = 33
				add_trait = tourney_participant
				add_random_tourney_participant_level_effect = yes
			}
		}
		#AGOT Added
		agot_hf_new_house_effect = yes
	}
}

pool_repopulate_diplomacy = {
	age = { 20 40 }
	gender_female_chance = root_faith_dominant_gender_adjusted_female_chance #because chancellor gender is doctrine dependent
	random_traits = yes
	culture = root.culture
	faith = root.faith
	diplomacy = {
		min_guest_template_skill max_guest_template_skill
	}
	random_traits_list = {
		education_diplomacy_1 = { weight = { base = 35 } }
		education_diplomacy_2 = { weight = { base = 35 } }
		education_diplomacy_3 = { weight = { base = 20 } }
		education_diplomacy_4 = { weight = { base = 10 } }
	}
	random_traits_list = {
		count = { 0 1 }
		diplomat = {}
		family_first = {}
		august = {}
		lifestyle_reveler = {}
		generous = {}
		arrogant = {}
		honest = {}
		gregarious = {}
		trusting = {}
		compassionate = {}
		fickle = {}
		forgiving = {}
		lifestyle_poet = {}
		tourney_participant = {}
		lifestyle_traveler = {}
	}
	dynasty = none
	after_creation = {
		random_list = {
			200 = {
				# Character is of average weight, nothing happens	
			}
			25 = {
				change_current_weight = -25
			}
			25 = {
				change_current_weight = -75
			}
			25 = {
				change_current_weight = 25
			}
			25 = {
				change_current_weight = 75
			}
			5 = {
				change_current_weight = 100
			}
			5 = {
				change_current_weight = 200
			}
		}
		random = {
			chance = 1
			
			add_trait = lifestyle_poet
			
			modifier = {
				add = 15
				culture = { has_cultural_parameter = poet_trait_more_common }
			}
			#AGOT Disabled
			# modifier = {
			# 	add = 10
			# 	OR = {
			# 		culture = { has_cultural_pillar = heritage_north_germanic }
			# 		religion = religion:germanic_religion
			# 	}
			# }
		}
		set_interesting_traits_and_modifiers_effect = yes
		if = {
			limit = { has_trait = lifestyle_reveler }
			add_trait_xp = {
				trait = lifestyle_reveler
				value = {
					integer_range = {
						min = small_lifestyle_random_xp_low
						max = small_lifestyle_random_xp_high
					}
				}
			}
		}
		add_random_tiered_trait_track_xp_effect = {
			TRAIT = tourney_participant
			TRACK = wit
			LEVEL_1 = yes
			LEVEL_3 = no
		}
		#AGOT Added
		agot_hf_new_house_effect = yes
	}
}

pool_repopulate_martial = {
	age = { 30 45 }
	gender_female_chance = root_faith_dominant_gender_adjusted_female_chance #because marshal gender is doctrine dependent
	random_traits = yes
	culture = root.culture
	faith = root.faith
	martial = {
		min_guest_template_skill max_guest_template_skill
	}
	random_traits_list = {
		education_martial_1 = { weight = { base = 35 } }
		education_martial_2 = { weight = { base = 35 } }
		education_martial_3 = { weight = { base = 20 } }
		education_martial_4 = { weight = { base = 10 } }
	}
	#AGOT Added
	random_traits_list = {
		education_martial_prowess_1 = { weight = { base = 10 } }
		education_martial_prowess_2 = { weight = { base = 55 } }
		education_martial_prowess_3 = { weight = { base = 30 } }
		education_martial_prowess_4 = { weight = { base = 5 } }
	}
	random_traits_list = {
		count = { 0 1 }
		strategist = {}
		overseer = {}
		wrathful = {}
		zealous = {}
		impatient = {}
		lifestyle_hunter = {}
		tourney_participant = {}
	}
	dynasty = none
	after_creation = {
		random_list = {
			200 = {
				# Character is of average weight, nothing happens	
			}
			25 = {
				change_current_weight = -25
			}
			25 = {
				change_current_weight = -75
			}
			25 = {
				change_current_weight = 25
			}
			25 = {
				change_current_weight = 75
			}
			5 = {
				change_current_weight = 100
			}
			5 = {
				change_current_weight = 200
			}
		}
		if = {
			limit = {
				OR = {
					#AGOT Modified
					# culture = { has_cultural_pillar = heritage_north_germanic }
					# religion = religion:germanic_religion
					culture = { agot_is_wildling_culture = yes }
					religion = religion:the_pact_religion
				}
			}
			random_list = {
				#AGOT Modified to keep berserker chance the same
				# 65 = {}
				85 = {}
				#AGOT Disabled
				# 15 = {
				# 	add_trait = varangian
				# }
				15 = {
					add_trait = berserker
				}
				#AGOT Disabled
				# 5 = {
				# 	add_trait = lifestyle_poet
				# }
			}
		}
		
		# Cultural Traditions
		if = {
			limit = {
				culture = {
					has_cultural_parameter = poet_trait_more_common
				}
				NOT = {
					has_trait = lifestyle_poet
				}
			}
			random = {
				chance = 10
				add_trait = lifestyle_poet
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = winter_soldier_trait_more_common
				}
				NOT = {
					has_trait = winter_soldier
				}
			}
			random = {
				chance = 10
				add_trait = winter_soldier
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = forest_fighter_trait_more_common
				}
				NOT = {
					has_trait = forest_fighter
				}
			}
			random = {
				chance = 10
				add_trait = forest_fighter
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = rough_terrain_expert_trait_more_common
				}
				NOT = {
					has_trait = rough_terrain_expert
				}
			}
			random = {
				chance = 10
				add_trait = rough_terrain_expert
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = desert_warrior_trait_more_common
				}
				NOT = {
					has_trait = desert_warrior
				}
			}
			random = {
				chance = 10
				add_trait = desert_warrior
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = jungle_stalker_trait_more_common
				}
				NOT = {
					has_trait = jungle_stalker
				}
			}
			random = {
				chance = 10
				add_trait = jungle_stalker
			}
		}
		#AGOT Added, cultural bonuses
		agot_cultural_commander_traits_random_effect = yes
		set_interesting_traits_and_modifiers_effect = yes
		add_random_tiered_trait_track_xp_effect = {
			TRAIT = lifestyle_hunter
			TRACK = hunter
			LEVEL_1 = yes
			LEVEL_3 = no
		}
		add_random_tiered_trait_track_xp_effect = {
			TRAIT = tourney_participant
			TRACK = wit
			LEVEL_1 = yes
			LEVEL_3 = no
		}
		#AGOT Added
		agot_hf_new_house_effect = yes
	}
}

pool_repopulate_stewardship = {
	age = { 20 40 }
	gender_female_chance = root_faith_dominant_gender_adjusted_female_chance #because steward gender is doctrine dependent
	random_traits = yes
	culture = root.culture
	faith = root.faith
	stewardship = {
		min_guest_template_skill max_guest_template_skill
	}
	random_traits_list = {
		education_stewardship_1 = { weight = { base = 35 } }
		education_stewardship_2 = { weight = { base = 35 } }
		education_stewardship_3 = { weight = { base = 20 } }
		education_stewardship_4 = { weight = { base = 10 } }
	}
	random_traits_list = {
		count = { 0 1 }
		architect = {}
		administrator = {}
		avaricious = {}
		temperate = {}
		greedy = {}
		just = {}
		stubborn = {}
		ambitious = {}
	}
	dynasty = none
	after_creation = {
		random_list = {
			200 = {
				# Character is of average weight, nothing happens	
			}
			25 = {
				change_current_weight = -25
			}
			25 = {
				change_current_weight = -75
			}
			25 = {
				change_current_weight = 25
			}
			25 = {
				change_current_weight = 75
			}
			5 = {
				change_current_weight = 100
			}
			5 = {
				change_current_weight = 200
			}
		}
		random = {
			chance = 1
			
			add_trait = lifestyle_poet
			
			modifier = {
				add = 10
				culture = { has_cultural_parameter = poet_trait_more_common }
			}
			#AGOT Disabled
			# modifier = {
			# 	add = 5
			# 	OR = {
			# 		culture = { has_cultural_pillar = heritage_north_germanic }
			# 		religion = religion:germanic_religion
			# 	}
			# }
		}
		set_interesting_traits_and_modifiers_effect = yes
		#AGOT Added
		agot_hf_new_house_effect = yes
	}
}

pool_repopulate_intrigue = {
	age = { 25 40 }
	random_traits = yes
	gender_female_chance = 50 #No gender blocks for spymaster
	culture = root.culture
	faith = root.faith
	intrigue = {
		min_guest_template_skill max_guest_template_skill
	}
	random_traits_list = {
		education_intrigue_1 = { weight = { base = 35 } }
		education_intrigue_2 = { weight = { base = 35 } }
		education_intrigue_3 = { weight = { base = 20 } }
		education_intrigue_4 = { weight = { base = 10 } }
	}
	random_traits_list = {
		count = { 0 1 }
		schemer = {}
		seducer = {}
		torturer = {}
		deceitful = {}
		lustful = {}
		calm = {}
		arbitrary = {}
		paranoid = {}
		callous = {}
		sadistic = {}
		vengeful = {}
		craven = {}
	}
	dynasty = none
	after_creation = {
		random_list = {
			200 = {
				# Character is of average weight, nothing happens	
			}
			25 = {
				change_current_weight = -25
			}
			25 = {
				change_current_weight = -75
			}
			25 = {
				change_current_weight = 25
			}
			25 = {
				change_current_weight = 75
			}
			5 = {
				change_current_weight = 100
			}
			5 = {
				change_current_weight = 200
			}
		}
		random = {
			chance = 1
			
			add_trait = lifestyle_poet
			
			modifier = {
				add = 10
				culture = { has_cultural_parameter = poet_trait_more_common }
			}
			#AGOT Disabled
			# modifier = {
			# 	add = 5
			# 	OR = {
			# 		culture = { has_cultural_pillar = heritage_north_germanic }
			# 		religion = religion:germanic_religion
			# 	}
			# }
		}
		set_interesting_traits_and_modifiers_effect = yes
		#AGOT Added
		agot_hf_new_house_effect = yes
	}
}

pool_repopulate_learning = {
	age = { 25 60 }
	gender_female_chance = 50 #No gender blocks for physicians
	random_traits = yes
	culture = root.culture
	faith = root.faith
	learning = {
		min_guest_template_skill max_guest_template_skill
	}
	random_traits_list = {
		education_learning_1 = { weight = { base = 35 } }
		education_learning_2 = { weight = { base = 35 } }
		education_learning_3 = { weight = { base = 20 } }
		education_learning_4 = { weight = { base = 10 } }
	}
	random_traits_list = {
		count = { 0 1 }
		scholar = {}
		theologian = {}
		whole_of_body = {}
		lifestyle_physician = {}
		lifestyle_mystic = {}
		lifestyle_herbalist = {}
		chaste = {}
		diligent = {}
		patient = {}
		humble = {}
		shy = {}
		content = {}
		cynical = {}
		lazy = {}
	}
	dynasty = none
	after_creation = {
		random_list = {
			200 = {
				# Character is of average weight, nothing happens	
			}
			25 = {
				change_current_weight = -25
			}
			25 = {
				change_current_weight = -75
			}
			25 = {
				change_current_weight = 25
			}
			25 = {
				change_current_weight = 75
			}
			5 = {
				change_current_weight = 100
			}
			5 = {
				change_current_weight = 200
			}
		}
		if = {
			limit = {
				faith = {
					has_doctrine = tenet_monasticism
				}
			}
			random_list = {
				75 = {}
				25 = {
					add_trait = devoted
				}
			}
		}
		random = {
			chance = 1
			
			add_trait = lifestyle_poet
			
			modifier = {
				add = 10
				culture = { has_cultural_parameter = poet_trait_more_common }
			}
			#AGOT Disabled
			# modifier = {
			# 	add = 5
			# 	OR = {
			# 		culture = { has_cultural_pillar = heritage_north_germanic }
			# 		religion = religion:germanic_religion
			# 	}
			# }
		}
		set_interesting_traits_and_modifiers_effect = yes
		add_random_tiered_trait_xp_effect = {
			TRAIT = lifestyle_physician
			LEVEL_1 = yes
			LEVEL_3 = yes
		}
		add_random_tiered_trait_xp_effect = {
			TRAIT = lifestyle_mystic
			LEVEL_1 = yes
			LEVEL_3 = no
		}
		#AGOT Added
		agot_hf_new_house_effect = yes
	}
}

pool_repopulate_spouse = {
	gender_female_chance = root.marriage_gender_adjusted_female_chance
	age = { 16 26 }
	random_traits = yes
	culture = root.culture
	faith = root.faith
	random_traits_list = {
		education_diplomacy_1 = { weight = { base = 35 } }
		education_diplomacy_2 = { weight = { base = 35 } }
		education_diplomacy_3 = { weight = { base = 20 } }
		education_diplomacy_4 = { weight = { base = 10 } }
		education_martial_1 = {
			weight = {
				base = 35
				modifier = { # Less common with martial education if character can't be combatant because of gender
					factor = 0.3
					trigger_if = {
						limit = { root = { is_female = yes } }
						dummy_male = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } }
					}
					trigger_else = {
						dummy_female = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } }
					}
				}
			}
		}
		education_martial_2 = {
			weight = {
				base = 35
				modifier = { # Less common with martial education if character can't be combatant because of gender
					factor = 0.3
					trigger_if = {
						limit = { root = { is_female = yes } }
						dummy_male = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } }
					}
					trigger_else = {
						dummy_female = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } }
					}
				}
			}
		}
		education_martial_3 = {
			weight = {
				base = 20
				modifier = { # Less common with martial education if character can't be combatant because of gender
					factor = 0.3
					trigger_if = {
						limit = { root = { is_female = yes } }
						dummy_male = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } }
					}
					trigger_else = {
						dummy_female = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } }
					}
				}
			}
		}
		education_martial_4 = {
			weight = {
				base = 10
				modifier = { # Less common with martial education if character can't be combatant because of gender
					factor = 0.3
					trigger_if = {
						limit = { root = { is_female = yes } }
						dummy_male = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } }
					}
					trigger_else = {
						dummy_female = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } }
					}
				}
			}
		}
		education_stewardship_1 = { weight = { base = 35 } }
		education_stewardship_2 = { weight = { base = 35 } }
		education_stewardship_3 = { weight = { base = 20 } }
		education_stewardship_4 = { weight = { base = 10 } }
		education_intrigue_1 = { weight = { base = 35 } }
		education_intrigue_2 = { weight = { base = 35 } }
		education_intrigue_3 = { weight = { base = 20 } }
		education_intrigue_4 = { weight = { base = 10 } }
		education_learning_1 = { weight = { base = 35 } }
		education_learning_2 = { weight = { base = 35 } }
		education_learning_3 = { weight = { base = 20 } }
		education_learning_4 = { weight = { base = 10 } }
	}
	random_traits_list = {
		count = { 0 1 }
		diplomat = {}
		strategist = {}
		architect = {}
		schemer = {}
		scholar = {}
		whole_of_body = {}
		fecund = {}
		intellect_good_1 = {}
		physique_good_1 = {}
		beauty_good_1 = {}
		#AGOT Modified
		fashionable = {}
	}
	dynasty = none
	after_creation = {
		random_list = {
			200 = {
				# Character is of average weight, nothing happens	
			}
			25 = {
				change_current_weight = -25
			}
			25 = {
				change_current_weight = -75
			}
			25 = {
				change_current_weight = 25
			}
			25 = {
				change_current_weight = 75
			}
			5 = {
				change_current_weight = 100
			}
			5 = {
				change_current_weight = 200
			}
		}
		random = {
			chance = 1
			
			add_trait = lifestyle_poet
			
			modifier = {
				add = 10
				culture = { has_cultural_parameter = poet_trait_more_common }
			}
			#AGOT Disabled
			# modifier = {
			# 	add = 5
			# 	OR = {
			# 		culture = { has_cultural_pillar = heritage_north_germanic }
			# 		religion = religion:germanic_religion
			# 	}
			# }
		}
		set_interesting_traits_and_modifiers_effect = yes
		#AGOT Added
		agot_hf_new_house_effect = yes
	}
}

pool_repopulate_local_flavor = {
	age = { 25 45 }
	gender_female_chance = root_faith_dominant_gender_adjusted_female_chance #because council gender is doctrine dependent
	random_traits = yes
	faith = root.faith
	
	random_culture = {
		#AGOT Disabled
		# culture:ashkenazi = {
		# 	trigger = {
		# 		NOT = {
		# 			root.faith = { religion = { is_in_family = rf_pagan } }
		# 		}
		# 		root.capital_province = {
		# 			OR = {
		# 				geographical_region = world_europe
		# 				geographical_region = world_asia_minor
		# 			}
		# 			NOT = {
		# 				geographical_region = world_europe_west_iberia
		# 			}
		# 		}
		# 	}
		# }
		# root.culture = {
		# 	trigger = {
		# 		root.faith = { religion = { is_in_family = rf_pagan } }
		# 	}
		# }
		# culture:sephardi = {
		# 	trigger = {
		# 		root.capital_province = {
		# 			geographical_region = world_europe_west_iberia
		# 		}
		# 	}
		# }
		# culture:radhanite = {
		# 	trigger = {
		# 		root.capital_province = {
		# 			OR = {
		# 				geographical_region = world_steppe
		# 				geographical_region = world_india
		# 			}
		# 		}
		# 	}
		# }
		# culture:kochinim = {
		# 	trigger = {
		# 		root.capital_province = {
		# 			geographical_region = world_india
		# 		}
		# 	}
		# }
		# culture:bavlim = {
		# 	trigger = {
		# 		root.capital_province = {
		# 			OR = {
		# 				geographical_region = world_middle_east
		# 				geographical_region = world_middle_east_persia
		# 				geographical_region = world_africa_north
		# 			}
		# 		}
		# 	}
		# }
		# culture:kurdish = {
		# 	trigger = {
		# 		root.capital_province = {
		# 			geographical_region = world_middle_east_persia
		# 		}
		# 	}
		# }
		# culture:rajput = {
		# 	trigger = {
		# 		root.capital_province = {
		# 			geographical_region = world_india
		# 		}
		# 	}
		# }
		# culture:hindustani = {
		# 	trigger = {
		# 		root.capital_province = {
		# 			geographical_region = world_india_rajastan
		# 		}
		# 	}
		# }
		# culture:gujarati = {
		# 	trigger = {
		# 		root.capital_province = {
		# 			geographical_region = world_india_rajastan
		# 		}
		# 	}
		# }
		# culture:marathi = {
		# 	trigger = {
		# 		root.capital_province = {
		# 			OR = {
		# 				geographical_region = world_india_rajastan
		# 				geographical_region = world_india_deccan
		# 			}
		# 		}
		# 	}
		# }
		# culture:tamil = {
		# 	trigger = {
		# 		root.capital_province = {
		# 			OR = {
		# 				geographical_region = world_india_deccan
		# 				geographical_region = world_asia_southeast_islands
		# 			}
		# 		}
		# 	}
		# }
		# culture:telugu = {
		# 	trigger = {
		# 		root.capital_province = {
		# 			geographical_region = world_india_deccan
		# 		}
		# 	}
		# }
		# culture:kannada = {
		# 	trigger = {
		# 		root.capital_province = {
		# 			geographical_region = world_india_deccan
		# 		}
		# 	}
		# }
		# culture:bengali = {
		# 	trigger = {
		# 		root.capital_province = {
		# 			OR = {
		# 				geographical_region = world_india_bengal
		# 				geographical_region = world_burma
		# 			}
		# 		}
		# 	}
		# }
		# culture:burmese = {
		# 	trigger = {
		# 		root.capital_province = {
		# 			OR = {
		# 				geographical_region = world_india_bengal
		# 				geographical_region = world_burma
		# 			}
		# 		}
		# 	}
		# }
		# culture:butr = {
		# 	trigger = {
		# 		root.capital_province = {
		# 			geographical_region = world_africa
		# 		}
		# 	}
		# }
		# culture:zaghawa = {
		# 	trigger = {
		# 		root.capital_province = {
		# 			geographical_region = world_africa
		# 		}
		# 	}
		# }
		# culture:bolghar = {
		# 	trigger = {
		# 		root.capital_province = {
		# 			geographical_region = world_steppe_west
		# 		}
		# 	}
		# }
		# culture:assyrian = {
		# 	trigger = {
		# 		root.capital_province = {
		# 			OR = {
		# 				geographical_region = world_steppe_east
		# 				geographical_region = world_steppe_tarim
		# 			}
		# 		}
		# 	}
		# }
		# culture:khitan = {
		# 	trigger = {
		# 		root.capital_province = {
		# 			OR = {
		# 				geographical_region = world_steppe_east
		# 				geographical_region = world_steppe_tarim
		# 				geographical_region = world_tibet
		# 				geographical_region = world_asia_north_east
		# 			}
		# 		}
		# 	}
		# }
		# culture:han = {
		# 	trigger = {
		# 		root.capital_province = {
		# 			OR = {
		# 				geographical_region = world_steppe_east
		# 				geographical_region = world_steppe_tarim
		# 				geographical_region = world_tibet
		# 				geographical_region = world_burma
		# 				geographical_region = world_asia_north_east
		# 				geographical_region = world_asia_china
		# 				geographical_region = world_asia_korea
		# 				geographical_region = world_asia_southeast_mainland
		# 			}
		# 		}
		# 	}
		# }
		# culture:cuman = {
		# 	trigger = {
		# 		root.capital_province = {
		# 			geographical_region = world_steppe_west
		# 		}
		# 	}
		# }
		# culture:bodpa = {
		# 	trigger = {
		# 		root.capital_province = {
		# 			geographical_region = world_tibet
		# 		}
		# 	}
		# }
		# culture:somali = {
		# 	trigger = {
		# 		root.capital_province = {
		# 			OR = {
		# 				geographical_region = world_middle_east
		# 				geographical_region = world_middle_east_persia
		# 				geographical_region = world_africa_north_east
		# 				AND = {
		# 					geographical_region = world_india
		# 					county.holder.faith = {
		# 						religion_tag = islam_religion
		# 					}
		# 				}
		# 			}
		# 		}
		# 	}
		# }
		# culture:swahili = {
		# 	trigger = {
		# 		root.capital_province = {
		# 			geographical_region = dlc_tgp_swahili_coast_region
		# 		}
		# 	}
		# }
		# culture:yemeni = {
		# 	trigger = {
		# 		root.capital_province = {
		# 			geographical_region = dlc_tgp_swahili_coast_region
		# 			county.holder = {
		# 				NOT = { government_has_flag = government_is_tribal }
		# 				faith = { religion_tag = islam_religion }
		# 			}
		# 		}
		# 	}
		# }
		# culture:persian = {
		# 	trigger = {
		# 		root.capital_province = {
		# 			geographical_region = dlc_tgp_swahili_coast_region
		# 			county.holder = {
		# 				NOT = { government_has_flag = government_is_tribal }
		# 				faith = { religion_tag = islam_religion }
		# 			}
		# 		}
		# 	}
		# }
		# culture:japanese = {
		# 	trigger = {
		# 		root.capital_province = { geographical_region = world_asia_japan }
		# 	}
		# }
		# culture:khanty = {
		# 	trigger = {
		# 		root.capital_province = {
		# 			geographical_region = world_siberia
		# 		}
		# 	}
		# }
		#AGOT Added
		culture:myrish = {
			trigger = { always = yes }
		}
		culture:norvoshi = {
			trigger = { always = yes }
		}
		culture:lyseni = {
			trigger = { always = yes }
		}
		culture:pentoshi = {
			trigger = { always = yes }
		}
		culture:braavosi = {
			trigger = { always = yes }
		}
	}
	
	learning = {
		min_guest_template_skill max_guest_template_skill
	}
	
	stewardship = {
		min_guest_template_skill max_guest_template_skill
	}
	
	diplomacy = {
		min_guest_template_skill max_guest_template_skill
	}
	
	random_traits_list = {
		education_learning_3 = { weight = { base = 10 } }
		education_learning_4 = { weight = { base = 20 } }
		education_stewardship_3 = { weight = { base = 5 } }
		education_stewardship_4 = { weight = { base = 10 } }
		education_diplomacy_3 = { weight = { base = 10 } }
		education_diplomacy_4 = { weight = { base = 20 } }
	}
	random_traits_list = {
		scholar = {}
		theologian = {}
		lifestyle_physician = {}
		lifestyle_mystic = {}
		lifestyle_herbalist = {}
		administrator = {}
		architect = {}
		diplomat = {}
		lifestyle_hunter = {}
	}
	dynasty = none
	
	after_creation = {
		random_list = {
			200 = {
				# Character is of average weight, nothing happens	
			}
			25 = {
				change_current_weight = -25
			}
			25 = {
				change_current_weight = -75
			}
			25 = {
				change_current_weight = 25
			}
			25 = {
				change_current_weight = 75
			}
			5 = {
				change_current_weight = 100
			}
			5 = {
				change_current_weight = 200
			}
		}
		#AGOT Disabled
		# if = {
		# 	limit = {
		# 		culture = { has_cultural_pillar = heritage_israelite }
		# 	}
		# 	add_character_flag = ai_will_not_convert
		# 	random_list = {
		# 		10 = {
		# 			set_character_faith = faith:rabbinism
		# 		}
		# 		2 = {
		# 			trigger = {
		# 				root.capital_province.faith = {
		# 					religion_tag = christianity_religion
		# 				}
		# 				root.capital_province = {
		# 					geographical_region = world_europe_west_iberia
		# 				}
		# 			}
		# 			set_character_faith = faith:conversos
		# 		}
		# 		40 = {
		# 			trigger = {
		# 				has_trait = lifestyle_mystic
		# 			}
		# 			set_character_faith = faith:merkabah
		# 		}
		# 		20 = {
		# 			trigger = {
		# 				root.capital_province = {
		# 					OR = {
		# 						geographical_region = world_europe_south_east
		# 						geographical_region = world_asia_minor
		# 					}
		# 				}
		# 			}
		# 			set_character_faith = faith:samaritan
		# 		}
		# 		20 = {
		# 			trigger = {
		# 				root.capital_province = {
		# 					OR = {
		# 						geographical_region = world_europe_south_east
		# 						geographical_region = world_asia_minor
		# 					}
		# 				}
		# 			}
		# 			set_character_faith = faith:karaism
		# 		}
		# 		90 = {
		# 			trigger = {
		# 				root.capital_province = {
		# 					geographical_region = world_india
		# 				}
		# 			}
		# 			set_character_faith = faith:malabarism
		# 		}
		# 	}
		# 	if = {
		# 		limit = {
		# 			NOT = {
		# 				knows_language_of_culture = root.capital_province.culture
		# 			}
		# 		}
		# 		learn_language_of_culture = root.capital_province.culture
		# 	}
		# }
		# else_if = {
		# 	limit = {
		# 		culture = culture:greek
		# 	}
		# 	random_list = {
		# 		10 = {
		# 			set_character_faith = faith:iconoclast
		# 		}
		# 		10 = {
		# 			set_character_faith = faith:paulician
		# 		}
		# 		10 = {
		# 			set_character_faith = faith:bogomilist
		# 		}
		# 	}
		# }
		# else_if = {
		# 	limit = {
		# 		OR = {
		# 			culture = culture:rajput
		# 			culture = culture:marathi
		# 			culture = culture:gujarati
		# 			culture = culture:tamil
		# 			culture = culture:telugu
		# 			culture = culture:hindustani
		# 			culture = culture:kannada
		# 			culture = culture:bengali
		# 			culture = culture:burmese
		# 		}
		# 	}
		# 	random_list = {
		# 		10 = {
		# 			set_character_faith = faith:digambara
		# 		}
		# 		10 = {
		# 			set_character_faith = faith:svetambara
		# 		}
		# 		20 = {
		# 			set_character_faith = faith:yapaniya
		# 		}
		# 		35 = {
		# 			trigger = {
		# 				culture = culture:gujarati
		# 			}
		# 			set_character_faith = faith:zurvanism
		# 		}
		# 		100 = {
		# 			trigger = {
		# 				culture = culture:burmese
		# 			}
		# 			set_character_faith = faith:ari
		# 		}
		# 		5 = {
		# 			set_character_faith = faith:nestorian
		# 		}
		# 		25 = {
		# 			trigger = {
		# 				OR = {
		# 					culture = culture:kannada
		# 					culture = culture:telugu
		# 					culture = culture:tamil
		# 				}
		# 			}
		# 			set_character_faith = faith:malabarism
		# 		}
		# 	}
		# }
		# else_if = {
		# 	limit = {
		# 		OR = {
		# 			culture = culture:butr
		# 			culture = culture:zaghawa
		# 		}
		# 	}
		# 	random_list = {
		# 		10 = {
		# 			set_character_faith = faith:ibadi
		# 		}
		# 		10 = {
		# 			set_character_faith = faith:sufri
		# 		}
		# 	}
		# }
		# else_if = {
		# 	limit = {
		# 		culture = culture:kurdish
		# 	}
		# 	set_character_faith = faith:yazidi
		# }
		# else_if = {
		# 	limit = {
		# 		OR = {
		# 			culture = culture:bolghar
		# 			culture = culture:somali
		# 		}
		# 	}
		# 	set_character_faith = faith:ashari
		# 	if = {
		# 		limit = {
		# 			root.capital_county.faith = {
		# 				religion_tag = islam_religion
		# 			}
		# 		}
		# 		set_character_faith = root.capital_county.faith
		# 	}
		# }
		# else_if = {
		# 	limit = {
		# 		culture = culture:khazar
		# 	}
		# 	set_character_faith = faith:kabarism
		# }
		# else_if = {
		# 	limit = {
		# 		culture = culture:assyrian
		# 	}
		# 	set_character_faith = faith:nestorian
		# }
		# else_if = {
		# 	limit = {
		# 		culture = culture:khitan
		# 	}
		# 	random_list = {
		# 		15 = {
		# 			set_character_faith = faith:vajrayana
		# 		}
		# 		10 = {
		# 			set_character_faith = faith:tengri_pagan
		# 		}
		# 		5 = {
		# 			set_character_faith = faith:quanzhen
		# 		}
		# 	}
		# }
		# else_if = {
		# 	limit = {
		# 		culture = culture:han
		# 	}
		# 	random_list = {
		# 		50 = {
		# 			set_character_faith = faith:shangqing
		# 			random_list = {
		# 				50 = {}
		# 				50 = {
		# 					add_trait = devoted
		# 				}
		# 			}
		# 		}
		# 		15 = {
		# 			set_character_faith = faith:mahayana
		# 		}
		# 		5 = {
		# 			set_character_faith = faith:zhengyi
		# 		}
		# 	}
		# 	random = {
		# 		chance = 5
		# 		modifier = {
		# 			root.capital_province = {
		# 				geographical_region = world_asia_china
		# 			}
		# 			add = 10
		# 		}
		# 		add_trait = confucian_education
		# 		if = {
		# 			limit = {
		# 				OR = {
		# 					AND = {
		# 						is_male = yes
		# 						root.capital_province.province_owner = {
		# 							OR = {
		# 								has_realm_law = male_only_law
		# 								has_realm_law = male_preference_law
		# 								has_realm_law = equal_law
		# 							}
		# 						}
		# 					}
		# 					AND = {
		# 						is_female = yes
		# 						root.capital_province.province_owner = {
		# 							OR = {
		# 								has_realm_law = female_only_law
		# 								has_realm_law = female_preference_law
		# 								has_realm_law = equal_law
		# 							}
		# 						}
		# 					}
		# 				}
		# 			}
		# 			change_merit = { fixed_range = { min = 1000 max = 5000 } }
		# 			assign_completed_exams_based_on_merit_effect = yes
		# 		}
		# 	}
		# }
		# else_if = {
		# 	limit = {
		# 		culture = culture:bodpa
		# 	}
		# 	random_list = {
		# 		10 = {
		# 			set_character_faith = faith:bon
		# 		}
		# 		10 = {
		# 			set_character_faith = faith:old_bon
		# 		}
		# 	}
		# }
		# else_if = {
		# 	limit = {
		# 		religion = { is_in_family = rf_pagan }
		# 	}
		# 	random_list = {
		# 		10 = {
		# 			add_trait = one_eyed
		# 		}
		# 		10 = {
		# 			add_trait = albino
		# 		}
		# 		10 = {
		# 			add_trait = scaly
		# 		}
		# 		10 = {
		# 			add_trait = torturer
		# 		}
		# 		10 = {
		# 			add_trait = whole_of_body
		# 		}
		# 		10 = {
		# 			add_trait = flagellant
		# 		}
		# 		10 = {
		# 			add_trait = scarred
		# 			add_trait_xp = {
		#                 trait = scarred
		#                 value = {
		#                     integer_range = {
		#                         min = 5
		#                         max = 100
		#                     }
		#                 }
		#             }
		# 		}
		# 		10 = {
		# 			add_trait = blind
		# 		}
		# 		10 = {
		# 			add_trait = shrewd
		# 		}
		# 		10 = {
		# 			add_trait = strong
		# 		}
		# 		10 = {
		# 			add_trait = giant
		# 		}
		# 		10 = {
		# 			add_trait = lifestyle_poet
		# 		}
		# 		450 = {
		# 			trigger = {
		# 				NOT = {
		# 					trait_is_criminal_in_faith_trigger = { TRAIT = trait:witch FAITH = this.faith GENDER_CHARACTER = this }
		# 				}
		# 			}
		# 			add_trait = witch
		# 		}
		# 		150 = {
		# 			trigger = {
		# 				faith = {
		# 					has_doctrine = tenet_warmonger
		# 				}
		# 				OR = {
		# 					culture = { has_cultural_pillar = heritage_north_germanic }
		# 					religion = religion:germanic_religion
		# 				}
		# 				NOR = {
		# 					has_trait = craven
		# 					has_trait = berserker
		# 					has_trait = calm
		# 				}
		# 			}
		# 			add_trait = berserker
		# 		}
		# 	}
		# }

		#AGOT Added
		if = {
			limit = { culture = culture:myrish }
			set_character_faith = faith:fc_pan_myr
		}
		else_if = {
			limit = { culture = culture:norvoshi }
			set_character_faith = faith:fc_pan_bearded
		}
		else_if = {
			limit = { culture = culture:lyseni }
			set_character_faith = faith:fc_pan_lys
		}
		else_if = {
			limit = { culture = culture:pentoshi }
			set_character_faith = faith:fc_pan_pentos
		}
		else_if = {
			limit = { culture = culture:braavosi }
			set_character_faith = faith:fc_pan_tyrosh
		}
		
		# Learn flavorful & appropriate languages
		#AGOT Disabled
		# if = {
		# 	limit = {
		# 		OR = {
		# 			culture = culture:butr
		# 			culture = culture:kurdish
		# 			culture = culture:somali
		# 		}
		# 	}
			
		# 	if = {
		# 		limit = {
		# 			NOT = {
		# 				knows_language = language_arabic
		# 			}
		# 		}
		# 		random = {
		# 			chance = 70
		# 			learn_language = language_arabic
		# 		}
		# 	}
		# }
		
		#AGOT Disabled
		# if = {
		# 	limit = {
		# 		culture = culture:assyrian
		# 	}
			
		# 	if = {
		# 		limit = {
		# 			NOT = {
		# 				knows_language = language_greek
		# 			}
		# 		}
		# 		random = {
		# 			chance = 70
		# 			learn_language = language_greek
		# 		}
		# 	}
		# }

		#language setup
		agot_learn_appropiate_languages = yes
		
		if = { # Guaranteed warriors
			limit = {
				OR = {
					#AGOT Modified
					# culture = culture:butr
					# culture = culture:zaghawa
					# culture = culture:khitan
					# culture = culture:somali
					culture = culture:braavosi
				}
			}
			remove_trait = education_learning_3
			remove_trait = education_learning_4
			remove_trait = education_stewardship_3
			remove_trait = education_stewardship_4
			remove_trait = education_diplomacy_3
			remove_trait = education_diplomacy_4
			remove_trait = lifestyle_physician
			remove_trait = lifestyle_mystic
			remove_trait = theologian
			remove_trait = lifestyle_herbalist
			remove_trait = diplomat
			remove_trait = administrator
			remove_trait = architect
			remove_trait = scholar
			add_martial_skill = 4
			add_prowess_skill = 6
			random_list = {
				50 = {
					add_trait = education_martial_3
				}
				50 = {
					add_trait = education_martial_4
				}
			}
			#AGOT Added
			random_list = {
				95 = {
					add_trait = education_martial_prowess_3
				}
				5 = {
					add_trait = education_martial_prowess_4
				}
			}
			random_list = {
				10 = {
					add_trait = strategist
				}
				30 = {
					add_trait = lifestyle_blademaster
					add_random_tiered_trait_xp_effect = {
						TRAIT = lifestyle_blademaster
						LEVEL_1 = yes
						LEVEL_3 = yes
					}
				}
				10 = {
					add_trait = tourney_participant
					add_random_tiered_trait_track_xp_effect = {
						TRAIT = tourney_participant
						TRACK = bow
						LEVEL_1 = yes
						LEVEL_3 = yes
					}
				}
				10 = {
					add_trait = overseer
				}
			}
			give_random_commander_trait_effect = yes
		}
		#AGOT Disabled
		# else_if = {
		# 	limit = {
		# 		OR = {
		# 			religion = { is_in_family = rf_pagan }
		# 			culture = culture:bolghar
		# 			culture = culture:cuman
		# 		}
		# 	}
		# 	random_list = {
		# 		50 = {}
		# 		50 = {
		# 			remove_trait = education_learning_3
		# 			remove_trait = education_learning_4
		# 			remove_trait = education_stewardship_3
		# 			remove_trait = education_stewardship_4
		# 			remove_trait = education_diplomacy_3
		# 			remove_trait = education_diplomacy_4
		# 			remove_trait = lifestyle_physician
		# 			remove_trait = lifestyle_mystic
		# 			remove_trait = theologian
		# 			remove_trait = lifestyle_herbalist
		# 			remove_trait = diplomat
		# 			remove_trait = administrator
		# 			remove_trait = architect
		# 			remove_trait = scholar
		# 			add_martial_skill = 4
		# 			add_prowess_skill = 6
		# 			random_list = {
		# 				50 = {
		# 					add_trait = education_martial_3
		# 				}
		# 				50 = {
		# 					add_trait = education_martial_4
		# 				}
		# 			}
		# 			random_list = {
		# 				10 = {
		# 					add_trait = strategist
		# 				}
		# 				30 = {
		# 					add_trait = lifestyle_blademaster
		# 					add_random_tiered_trait_xp_effect = {
		# 						TRAIT = lifestyle_blademaster
		# 						LEVEL_1 = yes
		# 						LEVEL_3 = yes
		# 					}
		# 				}
		# 				10 = {
		# 					add_trait = tourney_participant
		# 					add_random_tiered_trait_track_xp_effect = {
		# 						TRAIT = tourney_participant
		# 						TRACK = bow
		# 						LEVEL_1 = yes
		# 						LEVEL_3 = yes
		# 					}
		# 				}
		# 				10 = {
		# 					add_trait = overseer
		# 				}
		# 			}
		# 			give_random_commander_trait_effect = yes
		# 		}
		# 	}
		# }
		set_interesting_traits_and_modifiers_effect = yes
		add_random_tiered_trait_xp_effect = {
			TRAIT = lifestyle_physician
			LEVEL_1 = yes
			LEVEL_3 = yes
		}
		add_random_tiered_trait_xp_effect = {
			TRAIT = lifestyle_mystic
			LEVEL_1 = yes
			LEVEL_3 = no
		}
		add_random_tiered_trait_track_xp_effect = {
			TRAIT = lifestyle_hunter
			TRACK = hunter
			LEVEL_1 = yes
			LEVEL_3 = no
		}
		#AGOT Disabled
		# add_random_tiered_trait_xp_effect = {
		# 	TRAIT = confucian_education
		# 	LEVEL_1 = yes
		# 	LEVEL_3 = yes
		# }
		#AGOT Added
		agot_hf_new_house_effect = yes
	}
}
