﻿#EK NOTE: added our character setup effects, Removed references to vanilla religions & cultures

#################################### 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

### EK ADDITION: Added the Arcana repopulate
pool_repopulate_arcana = {
	age = { 20 70 }
	random_traits = yes
	gender_female_chance = 50
	culture = root.culture
	faith = root.faith
	random_traits_list = {
		count = { 0 1 }
		education_learning_1 = { weight = { base = 35 } }
		education_learning_2 = { weight = { base = 35 } }
		education_learning_3 = { weight = { base = 20 } }
		education_learning_4 = { weight = { base = 10 } }
	}
	### EK EDIT: added Arcana congenital traits so characters can be court mages
	random_traits_list = {
		count = { 0 1 }
		arcana_good_1 = { weight = { base = 50 } }
		arcana_good_2 = { weight = { base = 20 } }
		arcana_good_3 = { weight = { base = 20 } }
	}
	random_traits_list = {
		count = { 0 1 }
		lifestyle_mystic = {}
		scholar = {}
		patient = {}
		shy = {}
		shrewd = {}
		journaller = {}
	}
	dynasty = none
	after_creation = {
		if = {
			limit = { has_poet_background = yes }
			random_list = {
				95 = {}
				5 = {
					add_trait = poet
				}
			}
		}
		### EK EDIT: Plugged in our own special effects
		add_arcana_skill = { VALUE = "{ 4 15 }" }
		ek_character_setup_effect = yes
		unmourned_blood_traits_effect = yes
		if = {
			limit = { has_students_magicka_background = yes }
			random_list = {
				40 = { add_trait = education_magic_1 }
				35 = { add_trait = education_magic_2 }
				20 = { add_trait = education_magic_3 }
				10 = { add_trait = education_magic_4 }
			}
		}
	}
}

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 } }
	}
	random_traits_list = {
		count = { 0 1 }
		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 = poet
			
			modifier = {
				add = 10
				culture = { has_cultural_parameter = poet_trait_more_common }
			}
			#EK 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
			}
		}
		#EK EDIT
		if = {
			limit = {
				culture = {
					has_cultural_parameter = forder_trait_more_common
				}
				NOT = {
					has_trait = forder
				}
			}
			random = {
				chance = 10
				add_trait = forder
			}
		}
		#EK EDIT END
		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
			}
		}
		set_interesting_traits_and_modifiers_effect = yes
		add_random_tiered_trait_xp_effect = {
			TRAIT = lifestyle_blademaster
			LEVEL_1 = yes
			LEVEL_3 = yes
		}
		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
			}
		}
		if = { #EK EDIT: new parameter
			limit = {
				culture = {
					has_cultural_parameter = aggressive_attacker_trait_more_common
				}
				NOT = {
					has_trait = aggressive_attacker
				}
			}
			random = {
				chance = 10
				add_trait = aggressive_attacker
			}
		}
		if = { #EK EDIT: new parameter
			limit = {
				culture = {
					has_cultural_parameter = holy_warrior_trait_more_common
				}
				NOT = {
					has_trait = holy_warrior
				}
			}
			random = {
				chance = 10
				add_trait = holy_warrior
			}
		}
		set_interesting_traits_and_modifiers_effect = yes
		
		### EK EDIT: Once your culture has the Knighthood innovation you should get the Squire traits
		if = {
			limit = { has_knighthood_background = yes }
			random_list = {
				40 = { add_trait = education_martial_prowess_1 }
				35 = { add_trait = education_martial_prowess_2 }
				20 = { add_trait = education_martial_prowess_3 }
				10 = { add_trait = education_martial_prowess_4 }
			}
		}
		
		### EK EDIT: Plugged in our own special effects
		ek_character_setup_effect = yes
		unmourned_blood_traits_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 = {}
		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 = poet
			
			modifier = {
				add = 15
				culture = { has_cultural_parameter = poet_trait_more_common }
			}
			#EK 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
		}
		### EK EDIT: Plugged in our own special effects
		ek_character_setup_effect = yes
		unmourned_blood_traits_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 } }
	}
	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
			}
		}
		#EK DISABLED
		#if = {
		#	limit = {
		#		OR = {
		#			culture = { has_cultural_pillar = heritage_north_germanic }
		#			religion = religion:germanic_religion
		#		}
		#	}
		#	random_list = {
		#		65 = {}
		#		15 = {
		#			add_trait = varangian
		#		}
		#		15 = {
		#			add_trait = berserker
		#		}
		#		5 = {
		#			add_trait = poet
		#		}
		#	}
		#}
		
		# Cultural Traditions
		if = {
			limit = {
				culture = {
					has_cultural_parameter = poet_trait_more_common
				}
				NOT = {
					has_trait = poet
				}
			}
			random = {
				chance = 10
				add_trait = 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 = { #EK EDIT
			limit = {
				culture = {
					has_cultural_parameter = forder_trait_more_common
				}
				NOT = {
					has_trait = forder
				}
			}
			random = {
				chance = 10
				add_trait = forder
			}
		}
		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
			}
		}
		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
		}
		if = { #EK EDIT: new parameter
			limit = {
				culture = {
					has_cultural_parameter = aggressive_attacker_trait_more_common
				}
				NOT = {
					has_trait = aggressive_attacker
				}
			}
			random = {
				chance = 10
				add_trait = aggressive_attacker
			}
		}
		if = { #EK EDIT: new parameter
			limit = {
				culture = {
					has_cultural_parameter = holy_warrior_trait_more_common
				}
				NOT = {
					has_trait = holy_warrior
				}
			}
			random = {
				chance = 10
				add_trait = holy_warrior
			}
		}
		set_interesting_traits_and_modifiers_effect = yes
				
		### EK EDIT: Once your culture has the Knighthood innovation you should get the Squire traits
		if = {
			limit = { has_knighthood_background = yes }
			random_list = {
				40 = { add_trait = education_martial_prowess_1 }
				35 = { add_trait = education_martial_prowess_2 }
				20 = { add_trait = education_martial_prowess_3 }
				10 = { add_trait = education_martial_prowess_4 }
			}
		}
		
		### EK EDIT: Plugged in our own special effects
		ek_character_setup_effect = yes
		unmourned_blood_traits_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 = poet
			
			modifier = {
				add = 10
				culture = { has_cultural_parameter = poet_trait_more_common }
			}
			#EK DISABLED
			#modifier = {
			#	add = 5
			#	OR = {
			#		culture = { has_cultural_pillar = heritage_north_germanic }
			#		religion = religion:germanic_religion
			#	}
			#}
		}
		set_interesting_traits_and_modifiers_effect = yes
				
		### EK EDIT: Plugged in our own special effects
		ek_character_setup_effect = yes
		unmourned_blood_traits_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 = poet
			
			modifier = {
				add = 10
				culture = { has_cultural_parameter = poet_trait_more_common }
			}
			#EK DISABLED
			#modifier = {
			#	add = 5
			#	OR = {
			#		culture = { has_cultural_pillar = heritage_north_germanic }
			#		religion = religion:germanic_religion
			#	}
			#}
		}
		set_interesting_traits_and_modifiers_effect = yes
				
		### EK EDIT: Plugged in our own special effects
		ek_character_setup_effect = yes
		unmourned_blood_traits_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 = poet
			
			modifier = {
				add = 10
				culture = { has_cultural_parameter = poet_trait_more_common }
			}
			#EK 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
		}
		### EK EDIT: Plugged in our own special effects
		ek_character_setup_effect = yes
		unmourned_blood_traits_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 = {}
		arcana_good_1 = {} #EK EDIT
	}
	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 = poet
			
			modifier = {
				add = 10
				culture = { has_cultural_parameter = poet_trait_more_common }
			}
			#EK DISABLED
			#modifier = {
			#	add = 5
			#	OR = {
			#		culture = { has_cultural_pillar = heritage_north_germanic }
			#		religion = religion:germanic_religion
			#	}
			#}
		}
		set_interesting_traits_and_modifiers_effect = yes
				
		### EK EDIT: Plugged in our own special effects
		ek_character_setup_effect = yes
		unmourned_blood_traits_effect = yes
	}
}

### EK EDIT: Removed references to vanilla cultures & religion
### EK TODO: Add our own cultural flavor
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
	
	### EK TODO: set this up so there's proper variety, as in the vanilla file. Make sure that if Altmeri isolationism/sakoku exists, once that is implemented, that you can only get altmer fellas

	culture = root.culture
	
	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 = {
		### EK EDIT: Plugged in our own special effects
		ek_character_setup_effect = yes
		unmourned_blood_traits_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
		}
	}
}

### EK ADDITION: Arch-Mages
pool_repopulate_arch_mages = {
	age = { 25 60 }
	random_traits = yes
	gender_female_chance = 50
	culture = root.culture
	faith = root.faith
	
	random_traits_list = {
		count = { 0 1 }
		education_learning_2 = { weight = { base = 70 } }
		education_learning_3 = { weight = { base = 20 } }
		education_learning_4 = { weight = { base = 10 } }
	}
	random_traits_list = {
		count = { 0 1 }
		arcana_good_1 = { weight = { base = 70 } }
		arcana_good_2 = { weight = { base = 20 } }
		arcana_good_3 = { weight = { base = 10 } }
	}
	random_traits_list = {
		count = 1 
		lifestyle_mystic = {}
		scholar = {}
		patient = {}
		shy = {}
		shrewd = {}
		journaller = {}
		intellect_good_2 = {}
		intellect_good_3 = {}
	}
	dynasty = none
	after_creation = {
		random_list = {
			30 = { add_trait = education_magic_1 }
			40 = { add_trait = education_magic_2 }
			25 = { add_trait = education_magic_3 }
			10 = { add_trait = education_magic_4 }
		}
		### EK EDIT: Plugged in our own special effects
		ek_character_setup_effect = yes
		unmourned_blood_traits_effect = yes
		add_arcana_skill = { VALUE = "{ 5 15 }" }
	}
}