﻿abomab_assign_starting_class = {
	
	if = {
		limit = {
			is_imperial_class = yes
		}
		add_character_flag = abomab_imperial_class
	}
	else_if = {
		limit = {
			is_royalty_class = yes
		}
		add_character_flag = abomab_royalty_class
	}
	else_if = {
		limit = {
			is_high_noble_class = yes
		}
		add_character_flag = abomab_high_noble_class
	}
	else_if = {
		limit = {
			is_noble_class = yes
		}
		add_character_flag = abomab_noble_class
	}
	else_if = {
		limit = {
			is_knight_class = yes
		}
		add_character_flag = abomab_knight_class
	}
	else_if = {
		limit = {
			is_middle_class = yes
		}
		add_character_flag = abomab_middle_class
	}
	else = {
		limit = {
			is_low_class = yes
		}
		add_character_flag = abomab_low_class
	}
}

abomab_inactivate_congenital_traits = {
	if = {
		limit = { has_trait = beauty_good_1 }
		make_trait_inactive = beauty_good_1
		add_character_flag = beauty_good_1
	}
	else_if = {
		limit = { has_trait = beauty_good_2 }
		make_trait_inactive = beauty_good_2
		add_character_flag = beauty_good_2
	}
	else_if = {
		limit = { has_trait = beauty_good_3 }
		make_trait_inactive = beauty_good_3
		add_character_flag = beauty_good_3
	}
	
	if = {
		limit = { has_trait = beauty_bad_1 }
		make_trait_inactive = beauty_bad_1
		add_character_flag = beauty_bad_1
	}
	else_if = {
		limit = { has_trait = beauty_bad_2 }
		make_trait_inactive = beauty_bad_2
		add_character_flag = beauty_bad_2
	}
	else_if = {
		limit = { has_trait = beauty_bad_3 }
		make_trait_inactive = beauty_bad_3
		add_character_flag = beauty_bad_3
	}
	
	if = {
		limit = { has_trait = intellect_good_1 }
		make_trait_inactive = intellect_good_1
		add_character_flag = intellect_good_1
	}
	else_if = {
		limit = { has_trait = intellect_good_2 }
		make_trait_inactive = intellect_good_2
		add_character_flag = intellect_good_2
	}
	else_if = {
		limit = { has_trait = intellect_good_3 }
		make_trait_inactive = intellect_good_3
		add_character_flag = intellect_good_3
	}
	
	if = {
		limit = { has_trait = intellect_bad_1 }
		make_trait_inactive = intellect_bad_1
		add_character_flag = intellect_bad_1
	}
	else_if = {
		limit = { has_trait = intellect_bad_2 }
		make_trait_inactive = intellect_bad_2
		add_character_flag = intellect_bad_2
	}
	else_if = {
		limit = { has_trait = intellect_bad_3 }
		make_trait_inactive = intellect_bad_3
		add_character_flag = intellect_bad_3
	}
	
	if = {
		limit = { has_trait = physique_good_1 }
		make_trait_inactive = physique_good_1
		add_character_flag = physique_good_1
	}
	else_if = {
		limit = { has_trait = physique_good_2 }
		make_trait_inactive = physique_good_2
		add_character_flag = physique_good_2
	}
	else_if = {
		limit = { has_trait = physique_good_3 }
		make_trait_inactive = physique_good_3
		add_character_flag = physique_good_3
	}
	
	if = {
		limit = { has_trait = physique_bad_1 }
		make_trait_inactive = physique_bad_1
		add_character_flag = physique_bad_1
	}
	else_if = {
		limit = { has_trait = physique_bad_2 }
		make_trait_inactive = physique_bad_2
		add_character_flag = physique_bad_2
	}
	else_if = {
		limit = { has_trait = physique_bad_3 }
		make_trait_inactive = physique_bad_3
		add_character_flag = physique_bad_3
	}
}

abomab_activate_congenital_traits = {
	if = {
		limit = { has_inactive_trait = beauty_good_1 }
		make_trait_active = beauty_good_1
	}
	else_if = {
		limit = { has_inactive_trait = beauty_good_2 }
		make_trait_active = beauty_good_1
	}
	else_if = {
		limit = { has_inactive_trait = beauty_good_3 }
		make_trait_active = beauty_good_1
	}
	
	if = {
		limit = { has_inactive_trait = beauty_bad_1 }
		make_trait_active = beauty_bad_1
	}
	else_if = {
		limit = { has_inactive_trait = beauty_bad_2 }
		make_trait_active = beauty_bad_1
	}
	else_if = {
		limit = { has_inactive_trait = beauty_bad_3 }
		make_trait_active = beauty_bad_1
	}
	
	if = {
		limit = { has_inactive_trait = intellect_good_1 }
		make_trait_active = intellect_good_1
	}
	else_if = {
		limit = { has_inactive_trait = intellect_good_2 }
		make_trait_active = intellect_good_1
	}
	else_if = {
		limit = { has_inactive_trait = intellect_good_3 }
		make_trait_active = intellect_good_1
	}
	
	if = {
		limit = { has_inactive_trait = intellect_bad_1 }
		make_trait_active = intellect_bad_1
	}
	else_if = {
		limit = { has_inactive_trait = intellect_bad_2 }
		make_trait_active = intellect_bad_1
	}
	else_if = {
		limit = { has_inactive_trait = intellect_bad_3 }
		make_trait_active = intellect_bad_1
	}
	
	if = {
		limit = { has_inactive_trait = physique_good_1 }
		make_trait_active = physique_good_1
	}
	else_if = {
		limit = { has_inactive_trait = physique_good_2 }
		make_trait_active = physique_good_1
	}
	else_if = {
		limit = { has_inactive_trait = physique_good_3 }
		make_trait_active = physique_good_1
	}
	
	if = {
		limit = { has_inactive_trait = physique_bad_1 }
		make_trait_active = physique_bad_1
	}
	else_if = {
		limit = { has_inactive_trait = physique_bad_2 }
		make_trait_active = physique_bad_1
	}
	else_if = {
		limit = { has_inactive_trait = physique_bad_3 }
		make_trait_active = physique_bad_1
	}
}

#Switch to this one
abomab_swap_congenital_traits_for_flags = {
	if = {
		limit = { has_trait = beauty_good_1 }
		remove_trait = beauty_good_1
		add_character_flag = beauty_good_1
	}
	else_if = {
		limit = { has_trait = beauty_good_2 }
		remove_trait = beauty_good_2
		add_character_flag = beauty_good_2
	}
	else_if = {
		limit = { has_trait = beauty_good_3 }
		remove_trait = beauty_good_3
		add_character_flag = beauty_good_3
	}
	
	if = {
		limit = { has_trait = beauty_bad_1 }
		remove_trait = beauty_bad_1
		add_character_flag = beauty_bad_1
	}
	else_if = {
		limit = { has_trait = beauty_bad_2 }
		remove_trait = beauty_bad_2
		add_character_flag = beauty_bad_2
	}
	else_if = {
		limit = { has_trait = beauty_bad_3 }
		remove_trait = beauty_bad_3
		add_character_flag = beauty_bad_3
	}
	
	if = {
		limit = { has_trait = intellect_good_1 }
		remove_trait = intellect_good_1
		add_character_flag = intellect_good_1
	}
	else_if = {
		limit = { has_trait = intellect_good_2 }
		remove_trait = intellect_good_2
		add_character_flag = intellect_good_2
	}
	else_if = {
		limit = { has_trait = intellect_good_3 }
		remove_trait = intellect_good_3
		add_character_flag = intellect_good_3
	}
	
	if = {
		limit = { has_trait = intellect_bad_1 }
		remove_trait = intellect_bad_1
		add_character_flag = intellect_bad_1
	}
	else_if = {
		limit = { has_trait = intellect_bad_2 }
		remove_trait = intellect_bad_2
		add_character_flag = intellect_bad_2
	}
	else_if = {
		limit = { has_trait = intellect_bad_3 }
		remove_trait = intellect_bad_3
		add_character_flag = intellect_bad_3
	}
	
	if = {
		limit = { has_trait = physique_good_1 }
		remove_trait = physique_good_1
		add_character_flag = physique_good_1
	}
	else_if = {
		limit = { has_trait = physique_good_2 }
		remove_trait = physique_good_2
		add_character_flag = physique_good_2
	}
	else_if = {
		limit = { has_trait = physique_good_3 }
		remove_trait = physique_good_3
		add_character_flag = physique_good_3
	}
	
	if = {
		limit = { has_trait = physique_bad_1 }
		remove_trait = physique_bad_1
		add_character_flag = physique_bad_1
	}
	else_if = {
		limit = { has_trait = physique_bad_2 }
		remove_trait = physique_bad_2
		add_character_flag = physique_bad_2
	}
	else_if = {
		limit = { has_trait = physique_bad_3 }
		remove_trait = physique_bad_3
		add_character_flag = physique_bad_3
	}
}

abomab_swap_congenital_flags_for_traits = {
	#Beauty
	if = {
		limit = {
			has_character_flag = beauty_good_1
		}
		add_trait = beauty_good_1
	}
	else_if = {
		limit = {
			has_character_flag = beauty_good_2
		}
		add_trait = beauty_good_1
	}
	else_if = {
		limit = {
			has_character_flag = beauty_good_3
		}
		add_trait = beauty_good_1
	}
	else_if = {
		limit = {
			has_character_flag = beauty_bad_1
		}
		add_trait = beauty_bad_1
	}
	else_if = {
		limit = {
			has_character_flag = beauty_bad_2
		}
		add_trait = beauty_bad_1
	}
	else_if = {
		limit = {
			has_character_flag = beauty_bad_3
		}
		add_trait = beauty_bad_1
	}
	
	#Intellect
	if = {
		limit = {
			has_character_flag = intellect_good_1
		}
		add_trait = intellect_good_1
	}
	else_if = {
		limit = {
			has_character_flag = intellect_good_2
		}
		add_trait = intellect_good_1
	}
	else_if = {
		limit = {
			has_character_flag = intellect_good_3
		}
		add_trait = intellect_good_1
	}
	else_if = {
		limit = {
			has_character_flag = intellect_bad_1
		}
		add_trait = intellect_bad_1
	}
	else_if = {
		limit = {
			has_character_flag = intellect_bad_2
		}
		add_trait = intellect_bad_1
	}
	else_if = {
		limit = {
			has_character_flag = intellect_bad_3
		}
		add_trait = intellect_bad_1
	}
	
	#Physique
	if = {
		limit = {
			has_character_flag = physique_good_1
		}
		add_trait = physique_good_1
	}
	else_if = {
		limit = {
			has_character_flag = physique_good_2
		}
		add_trait = physique_good_1
	}
	else_if = {
		limit = {
			has_character_flag = physique_good_3
		}
		add_trait = physique_good_1
	}
	else_if = {
		limit = {
			has_character_flag = physique_bad_1
		}
		add_trait = physique_bad_1
	}
	else_if = {
		limit = {
			has_character_flag = physique_bad_2
		}
		add_trait = physique_bad_1
	}
	else_if = {
		limit = {
			has_character_flag = physique_bad_3
		}
		add_trait = physique_bad_1
	}
}

add_annual_birthday_beauty_good_xp = {
	if = {
		limit = {
			has_trait = beauty_good_1
		}
		random_list = {
			10 = {
				add_trait_xp = { trait = beauty_good_1 track = abomab_grace     		value = { 7 10 } }	#Average 8.5 x 5 = 42.5 XP; min 7 x 5 = 35, max 10 x 5 = 50
				add_trait_xp = { trait = beauty_good_1 track = abomab_magnetism     	value = { 3 5 } }	#Average 5 x 5 = 25 XP; min 3 x 5 = 15, max 7 x 5 = 35
				add_trait_xp = { trait = beauty_good_1 track = abomab_visage   		value = { 0 3 } }	#Average 1.5 x 5 = 7.5; min 0 x 5 = 0, max 3 x 5 = 15
				modifier = {
					abomab_higher_grace = yes
					factor = 15
				}
				modifier = {
					abomab_higher_magnetism = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_grace = yes
						abomab_higher_visage = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = beauty_good_1 track = abomab_grace     		value = { 7 10 } }
				add_trait_xp = { trait = beauty_good_1 track = abomab_magnetism     	value = { 0 3 } }
				add_trait_xp = { trait = beauty_good_1 track = abomab_visage   		value = { 3 5 } }
				modifier = {
					abomab_higher_grace = yes
					factor = 15
				}
				modifier = {
					abomab_higher_visage = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_grace = yes
						abomab_higher_magnetism = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = beauty_good_1 track = abomab_grace     		value = { 3 5 } }
				add_trait_xp = { trait = beauty_good_1 track = abomab_magnetism     	value = { 7 10 } }
				add_trait_xp = { trait = beauty_good_1 track = abomab_visage   		value = { 0 3 } }
				modifier = {
					abomab_higher_magnetism = yes
					factor = 15
				}
				modifier = {
					abomab_higher_grace = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_magnetism = yes
						abomab_higher_visage = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = beauty_good_1 track = abomab_grace     		value = { 0 3 } }
				add_trait_xp = { trait = beauty_good_1 track = abomab_magnetism     	value = { 7 10 } }
				add_trait_xp = { trait = beauty_good_1 track = abomab_visage   		value = { 3 5 } }
				modifier = {
					abomab_higher_magnetism = yes
					factor = 15
				}
				modifier = {
					abomab_higher_visage = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_magnetism = yes
						abomab_higher_grace = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = beauty_good_1 track = abomab_grace     		value = { 0 3 } }
				add_trait_xp = { trait = beauty_good_1 track = abomab_magnetism     	value = { 3 5 } }
				add_trait_xp = { trait = beauty_good_1 track = abomab_visage   		value = { 7 10 } }
				modifier = {
					abomab_higher_visage = yes
					factor = 15
				}
				modifier = {
					abomab_higher_magnetism = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_visage = yes
						abomab_higher_grace = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = beauty_good_1 track = abomab_grace     		value = { 3 5 } }
				add_trait_xp = { trait = beauty_good_1 track = abomab_magnetism     	value = { 0 3 } }
				add_trait_xp = { trait = beauty_good_1 track = abomab_visage   		value = { 7 10 } }
				modifier = {
					abomab_higher_visage = yes
					factor = 15
				}
				modifier = {
					abomab_higher_grace = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_visage = yes
						abomab_higher_magnetism = yes
					}
					factor = 0.1
				}
			}
		}
	}
	else_if = {
		limit = {
			has_trait = beauty_good_2
		}
		random_list = {
			10 = {
				add_trait_xp = { trait = beauty_good_2 track = abomab_grace     		value = { 7 10 } }	#Same distribution as rank 1
				add_trait_xp = { trait = beauty_good_2 track = abomab_magnetism     	value = { 3 5 } }
				add_trait_xp = { trait = beauty_good_2 track = abomab_visage   		value = { 0 3 } }
				modifier = {
					abomab_higher_grace = yes
					factor = 15
				}
				modifier = {
					abomab_higher_magnetism = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_grace = yes
						abomab_higher_visage = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = beauty_good_2 track = abomab_grace     		value = { 7 10 } }
				add_trait_xp = { trait = beauty_good_2 track = abomab_magnetism     	value = { 0 3 } }
				add_trait_xp = { trait = beauty_good_2 track = abomab_visage   		value = { 3 5 } }
				modifier = {
					abomab_higher_grace = yes
					factor = 15
				}
				modifier = {
					abomab_higher_visage = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_grace = yes
						abomab_higher_magnetism = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = beauty_good_2 track = abomab_grace     		value = { 3 5 } }
				add_trait_xp = { trait = beauty_good_2 track = abomab_magnetism     	value = { 7 10 } }
				add_trait_xp = { trait = beauty_good_2 track = abomab_visage   		value = { 0 3 } }
				modifier = {
					abomab_higher_magnetism = yes
					factor = 15
				}
				modifier = {
					abomab_higher_grace = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_magnetism = yes
						abomab_higher_visage = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = beauty_good_2 track = abomab_grace     		value = { 0 3 } }
				add_trait_xp = { trait = beauty_good_2 track = abomab_magnetism     	value = { 7 10 } }
				add_trait_xp = { trait = beauty_good_2 track = abomab_visage   		value = { 3 5 } }
				modifier = {
					abomab_higher_magnetism = yes
					factor = 15
				}
				modifier = {
					abomab_higher_visage = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_magnetism = yes
						abomab_higher_grace = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = beauty_good_2 track = abomab_grace     		value = { 0 3 } }
				add_trait_xp = { trait = beauty_good_2 track = abomab_magnetism     	value = { 3 5 } }
				add_trait_xp = { trait = beauty_good_2 track = abomab_visage   		value = { 7 10 } }
				modifier = {
					abomab_higher_visage = yes
					factor = 15
				}
				modifier = {
					abomab_higher_magnetism = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_visage = yes
						abomab_higher_grace = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = beauty_good_2 track = abomab_grace     		value = { 3 5 } }
				add_trait_xp = { trait = beauty_good_2 track = abomab_magnetism     	value = { 0 3 } }
				add_trait_xp = { trait = beauty_good_2 track = abomab_visage   		value = { 7 10 } }
				modifier = {
					abomab_higher_visage = yes
					factor = 15
				}
				modifier = {
					abomab_higher_grace = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_visage = yes
						abomab_higher_magnetism = yes
					}
					factor = 0.1
				}
			}
		}
	}
	else_if = {
		limit = {
			has_trait = beauty_good_3
		}
		random_list = {
			10 = {
				add_trait_xp = { trait = beauty_good_3 track = abomab_grace     		value = { 7 10 } }	#Top-tier; cap grace at 100
				add_trait_xp = { trait = beauty_good_3 track = abomab_magnetism     	value = { 3 5 } }
				add_trait_xp = { trait = beauty_good_3 track = abomab_visage   		value = { 0 3 } }
				modifier = {
					abomab_higher_grace = yes
					factor = 15
				}
				modifier = {
					abomab_higher_magnetism = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_grace = yes
						abomab_higher_visage = yes
					}
					factor = 0.1
				}
				modifier = {
					has_trait_xp = {
						trait = beauty_good_3
						track = abomab_grace
						value = 100
					}
					factor = 0
				}
			}
			10 = {
				add_trait_xp = { trait = beauty_good_3 track = abomab_grace     		value = { 7 10 } }
				add_trait_xp = { trait = beauty_good_3 track = abomab_magnetism     	value = { 0 3 } }
				add_trait_xp = { trait = beauty_good_3 track = abomab_visage   		value = { 3 5 } }
				modifier = {
					abomab_higher_grace = yes
					factor = 15
				}
				modifier = {
					abomab_higher_visage = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_grace = yes
						abomab_higher_magnetism = yes
					}
					factor = 0.1
				}
				modifier = {
					has_trait_xp = {
						trait = beauty_good_3
						track = abomab_grace
						value = 100
					}
					factor = 0
				}
			}
			10 = {
				add_trait_xp = { trait = beauty_good_3 track = abomab_grace     		value = { 3 5 } }
				add_trait_xp = { trait = beauty_good_3 track = abomab_magnetism     	value = { 7 10 } }
				add_trait_xp = { trait = beauty_good_3 track = abomab_visage   		value = { 0 3 } }
				modifier = {
					abomab_higher_magnetism = yes
					factor = 15
				}
				modifier = {
					abomab_higher_grace = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_magnetism = yes
						abomab_higher_visage = yes
					}
					factor = 0.1
				}
				modifier = {
					has_trait_xp = {
						trait = beauty_good_3
						track = abomab_magnetism
						value = 100
					}
					factor = 0
				}
			}
			10 = {
				add_trait_xp = { trait = beauty_good_3 track = abomab_grace     		value = { 0 3 } }
				add_trait_xp = { trait = beauty_good_3 track = abomab_magnetism     	value = { 7 10 } }
				add_trait_xp = { trait = beauty_good_3 track = abomab_visage   		value = { 3 5 } }
				modifier = {
					abomab_higher_magnetism = yes
					factor = 15
				}
				modifier = {
					abomab_higher_visage = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_magnetism = yes
						abomab_higher_grace = yes
					}
					factor = 0.1
				}
				modifier = {
					has_trait_xp = {
						trait = beauty_good_3
						track = abomab_magnetism
						value = 100
					}
					factor = 0
				}
			}
			10 = {
				add_trait_xp = { trait = beauty_good_3 track = abomab_grace     		value = { 0 3 } }
				add_trait_xp = { trait = beauty_good_3 track = abomab_magnetism     	value = { 3 5 } }
				add_trait_xp = { trait = beauty_good_3 track = abomab_visage   		value = { 7 10 } }
				modifier = {
					abomab_higher_visage = yes
					factor = 15
				}
				modifier = {
					abomab_higher_magnetism = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_visage = yes
						abomab_higher_grace = yes
					}
					factor = 0.1
				}
				modifier = {
					has_trait_xp = {
						trait = beauty_good_3
						track = abomab_visage
						value = 100
					}
					factor = 0
				}
			}
			10 = {
				add_trait_xp = { trait = beauty_good_3 track = abomab_grace     		value = { 3 5 } }
				add_trait_xp = { trait = beauty_good_3 track = abomab_magnetism     	value = { 0 3 } }
				add_trait_xp = { trait = beauty_good_3 track = abomab_visage   		value = { 7 10 } }
				modifier = {
					abomab_higher_visage = yes
					factor = 15
				}
				modifier = {
					abomab_higher_grace = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_visage = yes
						abomab_higher_magnetism = yes
					}
					factor = 0.1
				}
				modifier = {
					has_trait_xp = {
						trait = beauty_good_3
						track = abomab_visage
						value = 100
					}
					factor = 0
				}
			}
		}
	}
}

add_annual_birthday_beauty_bad_xp = {
	if = {
		limit = { has_trait = beauty_bad_1 }
		random_list = {
			10 = {
				add_trait_xp = { trait = beauty_bad_1 track = abomab_beastly   value = { 7 10 } }
				add_trait_xp = { trait = beauty_bad_1 track = abomab_repulsive value = { 3 5 } }
				add_trait_xp = { trait = beauty_bad_1 track = abomab_ungainly value = { 0 3 } }
				modifier = {
					abomab_higher_beastly = yes
					factor = 15
				}
				modifier = {
					abomab_higher_repulsive = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_beastly = yes
						abomab_higher_ungainly = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = beauty_bad_1 track = abomab_beastly   value = { 7 10 } }
				add_trait_xp = { trait = beauty_bad_1 track = abomab_repulsive value = { 0 3 } }
				add_trait_xp = { trait = beauty_bad_1 track = abomab_ungainly value = { 3 5 } }
				modifier = {
					abomab_higher_beastly = yes
					factor = 15
				}
				modifier = {
					abomab_higher_ungainly = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_beastly = yes
						abomab_higher_repulsive = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = beauty_bad_1 track = abomab_beastly   value = { 3 5 } }
				add_trait_xp = { trait = beauty_bad_1 track = abomab_repulsive value = { 7 10 } }
				add_trait_xp = { trait = beauty_bad_1 track = abomab_ungainly value = { 0 3 } }
				modifier = {
					abomab_higher_repulsive = yes
					factor = 15
				}
				modifier = {
					abomab_higher_beastly = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_repulsive = yes
						abomab_higher_ungainly = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = beauty_bad_1 track = abomab_beastly   value = { 0 3 } }
				add_trait_xp = { trait = beauty_bad_1 track = abomab_repulsive value = { 7 10 } }
				add_trait_xp = { trait = beauty_bad_1 track = abomab_ungainly value = { 3 5 } }
				modifier = {
					abomab_higher_repulsive = yes
					factor = 15
				}
				modifier = {
					abomab_higher_ungainly = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_repulsive = yes
						abomab_higher_beastly = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = beauty_bad_1 track = abomab_beastly   value = { 0 3 } }
				add_trait_xp = { trait = beauty_bad_1 track = abomab_repulsive value = { 3 5 } }
				add_trait_xp = { trait = beauty_bad_1 track = abomab_ungainly value = { 7 10 } }
				modifier = {
					abomab_higher_ungainly = yes
					factor = 15
				}
				modifier = {
					abomab_higher_repulsive = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_ungainly = yes
						abomab_higher_beastly = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = beauty_bad_1 track = abomab_beastly   value = { 3 5 } }
				add_trait_xp = { trait = beauty_bad_1 track = abomab_repulsive value = { 0 3 } }
				add_trait_xp = { trait = beauty_bad_1 track = abomab_ungainly value = { 7 10 } }
				modifier = {
					abomab_higher_ungainly = yes
					factor = 15
				}
				modifier = {
					abomab_higher_beastly = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_ungainly = yes
						abomab_higher_repulsive = yes
					}
					factor = 0.1
				}
			}
		}
	}
	else_if = {
		limit = { has_trait = beauty_bad_2 }
		random_list = {
			10 = {
				add_trait_xp = { trait = beauty_bad_2 track = abomab_beastly   value = { 7 10 } }
				add_trait_xp = { trait = beauty_bad_2 track = abomab_repulsive value = { 3 5 } }
				add_trait_xp = { trait = beauty_bad_2 track = abomab_ungainly value = { 0 3 } }
				modifier = {
					abomab_higher_beastly = yes
					factor = 15
				}
				modifier = {
					abomab_higher_repulsive = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_beastly = yes
						abomab_higher_ungainly = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = beauty_bad_2 track = abomab_beastly   value = { 7 10 } }
				add_trait_xp = { trait = beauty_bad_2 track = abomab_repulsive value = { 0 3 } }
				add_trait_xp = { trait = beauty_bad_2 track = abomab_ungainly value = { 3 5 } }
				modifier = {
					abomab_higher_beastly = yes
					factor = 15
				}
				modifier = {
					abomab_higher_ungainly = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_beastly = yes
						abomab_higher_repulsive = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = beauty_bad_2 track = abomab_beastly   value = { 3 5 } }
				add_trait_xp = { trait = beauty_bad_2 track = abomab_repulsive value = { 7 10 } }
				add_trait_xp = { trait = beauty_bad_2 track = abomab_ungainly value = { 0 3 } }
				modifier = {
					abomab_higher_repulsive = yes
					factor = 15
				}
				modifier = {
					abomab_higher_beastly = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_repulsive = yes
						abomab_higher_ungainly = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = beauty_bad_2 track = abomab_beastly   value = { 0 3 } }
				add_trait_xp = { trait = beauty_bad_2 track = abomab_repulsive value = { 7 10 } }
				add_trait_xp = { trait = beauty_bad_2 track = abomab_ungainly value = { 3 5 } }
				modifier = {
					abomab_higher_repulsive = yes
					factor = 15
				}
				modifier = {
					abomab_higher_ungainly = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_repulsive = yes
						abomab_higher_beastly = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = beauty_bad_2 track = abomab_beastly   value = { 0 3 } }
				add_trait_xp = { trait = beauty_bad_2 track = abomab_repulsive value = { 3 5 } }
				add_trait_xp = { trait = beauty_bad_2 track = abomab_ungainly value = { 7 10 } }
				modifier = {
					abomab_higher_ungainly = yes
					factor = 15
				}
				modifier = {
					abomab_higher_repulsive = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_ungainly = yes
						abomab_higher_beastly = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = beauty_bad_2 track = abomab_beastly   value = { 3 5 } }
				add_trait_xp = { trait = beauty_bad_2 track = abomab_repulsive value = { 0 3 } }
				add_trait_xp = { trait = beauty_bad_2 track = abomab_ungainly value = { 7 10 } }
				modifier = {
					abomab_higher_ungainly = yes
					factor = 15
				}
				modifier = {
					abomab_higher_beastly = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_ungainly = yes
						abomab_higher_repulsive = yes
					}
					factor = 0.1
				}
			}
		}
	}
	else_if = {
		limit = { has_trait = beauty_bad_3 }
		random_list = {
			10 = {
				add_trait_xp = { trait = beauty_bad_3 track = abomab_beastly   value = { 7 10 } }
				add_trait_xp = { trait = beauty_bad_3 track = abomab_repulsive value = { 3 5 } }
				add_trait_xp = { trait = beauty_bad_3 track = abomab_ungainly value = { 0 3 } }
				modifier = {
					abomab_higher_beastly = yes
					factor = 15
				}
				modifier = {
					abomab_higher_repulsive = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_beastly = yes
						abomab_higher_ungainly = yes
					}
					factor = 0.1
				}
				modifier = {
					has_trait_xp = {
						trait = beauty_bad_3
						track = abomab_beastly
						value = 100
					}
					factor = 0
				}
			}
			10 = {
				add_trait_xp = { trait = beauty_bad_3 track = abomab_beastly   value = { 7 10 } }
				add_trait_xp = { trait = beauty_bad_3 track = abomab_repulsive value = { 0 3 } }
				add_trait_xp = { trait = beauty_bad_3 track = abomab_ungainly value = { 3 5 } }
				modifier = {
					abomab_higher_beastly = yes
					factor = 15
				}
				modifier = {
					abomab_higher_ungainly = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_beastly = yes
						abomab_higher_repulsive = yes
					}
					factor = 0.1
				}
				modifier = {
					has_trait_xp = {
						trait = beauty_bad_3
						track = abomab_beastly
						value = 100
					}
					factor = 0
				}
			}
			10 = {
				add_trait_xp = { trait = beauty_bad_3 track = abomab_beastly   value = { 3 5 } }
				add_trait_xp = { trait = beauty_bad_3 track = abomab_repulsive value = { 7 10 } }
				add_trait_xp = { trait = beauty_bad_3 track = abomab_ungainly value = { 0 3 } }
				modifier = {
					abomab_higher_repulsive = yes
					factor = 15
				}
				modifier = {
					abomab_higher_beastly = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_repulsive = yes
						abomab_higher_ungainly = yes
					}
					factor = 0.1
				}
				modifier = {
					has_trait_xp = {
						trait = beauty_bad_3
						track = abomab_repulsive
						value = 100
					}
					factor = 0
				}
			}
			10 = {
				add_trait_xp = { trait = beauty_bad_3 track = abomab_beastly   value = { 0 3 } }
				add_trait_xp = { trait = beauty_bad_3 track = abomab_repulsive value = { 7 10 } }
				add_trait_xp = { trait = beauty_bad_3 track = abomab_ungainly value = { 3 5 } }
				modifier = {
					abomab_higher_repulsive = yes
					factor = 15
				}
				modifier = {
					abomab_higher_ungainly = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_repulsive = yes
						abomab_higher_beastly = yes
					}
					factor = 0.1
				}
				modifier = {
					has_trait_xp = {
						trait = beauty_bad_3
						track = abomab_repulsive
						value = 100
					}
					factor = 0
				}
			}
			10 = {
				add_trait_xp = { trait = beauty_bad_3 track = abomab_beastly   value = { 0 3 } }
				add_trait_xp = { trait = beauty_bad_3 track = abomab_repulsive value = { 3 5 } }
				add_trait_xp = { trait = beauty_bad_3 track = abomab_ungainly value = { 7 10 } }
				modifier = {
					abomab_higher_ungainly = yes
					factor = 15
				}
				modifier = {
					abomab_higher_repulsive = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_ungainly = yes
						abomab_higher_beastly = yes
					}
					factor = 0.1
				}
				modifier = {
					has_trait_xp = {
						trait = beauty_bad_3
						track = abomab_ungainly
						value = 100
					}
					factor = 0
				}
			}
			10 = {
				add_trait_xp = { trait = beauty_bad_3 track = abomab_beastly   value = { 3 5 } }
				add_trait_xp = { trait = beauty_bad_3 track = abomab_repulsive value = { 0 3 } }
				add_trait_xp = { trait = beauty_bad_3 track = abomab_ungainly value = { 7 10 } }
				modifier = {
					abomab_higher_ungainly = yes
					factor = 15
				}
				modifier = {
					abomab_higher_beastly = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_ungainly = yes
						abomab_higher_repulsive = yes
					}
					factor = 0.1
				}
				modifier = {
					has_trait_xp = {
						trait = beauty_bad_3
						track = abomab_ungainly
						value = 100
					}
					factor = 0
				}
			}
		}
	}
}


add_annual_birthday_intellect_good_xp = {
	if = {
		limit = { has_trait = intellect_good_1 }
		random_list = {
			10 = {
				add_trait_xp = { trait = intellect_good_1 track = abomab_adaptability value = { 7 10 } }
				add_trait_xp = { trait = intellect_good_1 track = abomab_memory       value = { 3 5 } }
				add_trait_xp = { trait = intellect_good_1 track = abomab_focus        value = { 0 3 } }
				modifier = {
					abomab_higher_adaptability = yes
					factor = 15
				}
				modifier = {
					abomab_higher_memory = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_adaptability = yes
						abomab_higher_focus = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = intellect_good_1 track = abomab_adaptability value = { 7 10 } }
				add_trait_xp = { trait = intellect_good_1 track = abomab_memory       value = { 0 3 } }
				add_trait_xp = { trait = intellect_good_1 track = abomab_focus        value = { 3 5 } }
				modifier = {
					abomab_higher_adaptability = yes
					factor = 15
				}
				modifier = {
					abomab_higher_focus = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_adaptability = yes
						abomab_higher_memory = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = intellect_good_1 track = abomab_adaptability value = { 3 5 } }
				add_trait_xp = { trait = intellect_good_1 track = abomab_memory       value = { 7 10 } }
				add_trait_xp = { trait = intellect_good_1 track = abomab_focus        value = { 0 3 } }
				modifier = {
					abomab_higher_memory = yes
					factor = 15
				}
				modifier = {
					abomab_higher_adaptability = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_memory = yes
						abomab_higher_focus = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = intellect_good_1 track = abomab_adaptability value = { 0 3 } }
				add_trait_xp = { trait = intellect_good_1 track = abomab_memory       value = { 7 10 } }
				add_trait_xp = { trait = intellect_good_1 track = abomab_focus        value = { 3 5 } }
				modifier = {
					abomab_higher_memory = yes
					factor = 15
				}
				modifier = {
					abomab_higher_focus = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_memory = yes
						abomab_higher_adaptability = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = intellect_good_1 track = abomab_adaptability value = { 0 3 } }
				add_trait_xp = { trait = intellect_good_1 track = abomab_memory       value = { 3 5 } }
				add_trait_xp = { trait = intellect_good_1 track = abomab_focus        value = { 7 10 } }
				modifier = {
					abomab_higher_focus = yes
					factor = 15
				}
				modifier = {
					abomab_higher_memory = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_focus = yes
						abomab_higher_adaptability = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = intellect_good_1 track = abomab_adaptability value = { 3 5 } }
				add_trait_xp = { trait = intellect_good_1 track = abomab_memory       value = { 0 3 } }
				add_trait_xp = { trait = intellect_good_1 track = abomab_focus        value = { 7 10 } }
				modifier = {
					abomab_higher_focus = yes
					factor = 15
				}
				modifier = {
					abomab_higher_adaptability = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_focus = yes
						abomab_higher_memory = yes
					}
					factor = 0.1
				}
			}
		}
	}
	else_if = {
		limit = { has_trait = intellect_good_2 }
		random_list = {
			10 = {
				add_trait_xp = { trait = intellect_good_2 track = abomab_adaptability value = { 7 10 } }
				add_trait_xp = { trait = intellect_good_2 track = abomab_memory       value = { 3 5 } }
				add_trait_xp = { trait = intellect_good_2 track = abomab_focus        value = { 0 3 } }
				modifier = {
					abomab_higher_adaptability = yes
					factor = 15
				}
				modifier = {
					abomab_higher_memory = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_adaptability = yes
						abomab_higher_focus = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = intellect_good_2 track = abomab_adaptability value = { 7 10 } }
				add_trait_xp = { trait = intellect_good_2 track = abomab_memory       value = { 0 3 } }
				add_trait_xp = { trait = intellect_good_2 track = abomab_focus        value = { 3 5 } }
				modifier = {
					abomab_higher_adaptability = yes
					factor = 15
				}
				modifier = {
					abomab_higher_focus = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_adaptability = yes
						abomab_higher_memory = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = intellect_good_2 track = abomab_adaptability value = { 3 5 } }
				add_trait_xp = { trait = intellect_good_2 track = abomab_memory       value = { 7 10 } }
				add_trait_xp = { trait = intellect_good_2 track = abomab_focus        value = { 0 3 } }
				modifier = {
					abomab_higher_memory = yes
					factor = 15
				}
				modifier = {
					abomab_higher_adaptability = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_memory = yes
						abomab_higher_focus = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = intellect_good_2 track = abomab_adaptability value = { 0 3 } }
				add_trait_xp = { trait = intellect_good_2 track = abomab_memory       value = { 7 10 } }
				add_trait_xp = { trait = intellect_good_2 track = abomab_focus        value = { 3 5 } }
				modifier = {
					abomab_higher_memory = yes
					factor = 15
				}
				modifier = {
					abomab_higher_focus = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_memory = yes
						abomab_higher_adaptability = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = intellect_good_2 track = abomab_adaptability value = { 0 3 } }
				add_trait_xp = { trait = intellect_good_2 track = abomab_memory       value = { 3 5 } }
				add_trait_xp = { trait = intellect_good_2 track = abomab_focus        value = { 7 10 } }
				modifier = {
					abomab_higher_focus = yes
					factor = 15
				}
				modifier = {
					abomab_higher_memory = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_focus = yes
						abomab_higher_adaptability = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = intellect_good_2 track = abomab_adaptability value = { 3 5 } }
				add_trait_xp = { trait = intellect_good_2 track = abomab_memory       value = { 0 3 } }
				add_trait_xp = { trait = intellect_good_2 track = abomab_focus        value = { 7 10 } }
				modifier = {
					abomab_higher_focus = yes
					factor = 15
				}
				modifier = {
					abomab_higher_adaptability = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_focus = yes
						abomab_higher_memory = yes
					}
					factor = 0.1
				}
			}
		}
	}
	else_if = {
		limit = { has_trait = intellect_good_3 }
		random_list = {
			10 = {
				add_trait_xp = { trait = intellect_good_3 track = abomab_adaptability value = { 7 10 } }
				add_trait_xp = { trait = intellect_good_3 track = abomab_memory       value = { 3 5 } }
				add_trait_xp = { trait = intellect_good_3 track = abomab_focus        value = { 0 3 } }
				modifier = {
					abomab_higher_adaptability = yes
					factor = 15
				}
				modifier = {
					abomab_higher_memory = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_adaptability = yes
						abomab_higher_focus = yes
					}
					factor = 0.1
				}
				modifier = {
					has_trait_xp = {
						trait = intellect_good_3
						track = abomab_adaptability
						value = 100
					}
					factor = 0
				}
			}
			10 = {
				add_trait_xp = { trait = intellect_good_3 track = abomab_adaptability value = { 7 10 } }
				add_trait_xp = { trait = intellect_good_3 track = abomab_memory       value = { 0 3 } }
				add_trait_xp = { trait = intellect_good_3 track = abomab_focus        value = { 3 5 } }
				modifier = {
					abomab_higher_adaptability = yes
					factor = 15
				}
				modifier = {
					abomab_higher_focus = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_adaptability = yes
						abomab_higher_memory = yes
					}
					factor = 0.1
				}
				modifier = {
					has_trait_xp = {
						trait = intellect_good_3
						track = abomab_adaptability
						value = 100
					}
					factor = 0
				}
			}
			10 = {
				add_trait_xp = { trait = intellect_good_3 track = abomab_adaptability value = { 3 5 } }
				add_trait_xp = { trait = intellect_good_3 track = abomab_memory       value = { 7 10 } }
				add_trait_xp = { trait = intellect_good_3 track = abomab_focus        value = { 0 3 } }
				modifier = {
					abomab_higher_memory = yes
					factor = 15
				}
				modifier = {
					abomab_higher_adaptability = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_memory = yes
						abomab_higher_focus = yes
					}
					factor = 0.1
				}
				modifier = {
					has_trait_xp = {
						trait = intellect_good_3
						track = abomab_memory
						value = 100
					}
					factor = 0
				}
			}
			10 = {
				add_trait_xp = { trait = intellect_good_3 track = abomab_adaptability value = { 0 3 } }
				add_trait_xp = { trait = intellect_good_3 track = abomab_memory       value = { 7 10 } }
				add_trait_xp = { trait = intellect_good_3 track = abomab_focus        value = { 3 5 } }
				modifier = {
					abomab_higher_memory = yes
					factor = 15
				}
				modifier = {
					abomab_higher_focus = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_memory = yes
						abomab_higher_adaptability = yes
					}
					factor = 0.1
				}
				modifier = {
					has_trait_xp = {
						trait = intellect_good_3
						track = abomab_memory
						value = 100
					}
					factor = 0
				}
			}
			10 = {
				add_trait_xp = { trait = intellect_good_3 track = abomab_adaptability value = { 0 3 } }
				add_trait_xp = { trait = intellect_good_3 track = abomab_memory       value = { 3 5 } }
				add_trait_xp = { trait = intellect_good_3 track = abomab_focus        value = { 7 10 } }
				modifier = {
					abomab_higher_focus = yes
					factor = 15
				}
				modifier = {
					abomab_higher_memory = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_focus = yes
						abomab_higher_adaptability = yes
					}
					factor = 0.1
				}
				modifier = {
					has_trait_xp = {
						trait = intellect_good_3
						track = abomab_focus
						value = 100
					}
					factor = 0
				}
			}
			10 = {
				add_trait_xp = { trait = intellect_good_3 track = abomab_adaptability value = { 3 5 } }
				add_trait_xp = { trait = intellect_good_3 track = abomab_memory       value = { 0 3 } }
				add_trait_xp = { trait = intellect_good_3 track = abomab_focus        value = { 7 10 } }
				modifier = {
					abomab_higher_focus = yes
					factor = 15
				}
				modifier = {
					abomab_higher_adaptability = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_focus = yes
						abomab_higher_memory = yes
					}
					factor = 0.1
				}
				modifier = {
					has_trait_xp = {
						trait = intellect_good_3
						track = abomab_focus
						value = 100
					}
					factor = 0
				}
			}
		}
	}
}

add_annual_birthday_intellect_bad_xp = {
	if = {
		limit = { has_trait = intellect_bad_1 }
		random_list = {
			10 = {
				add_trait_xp = { trait = intellect_bad_1 track = abomab_absentminded value = { 7 10 } }
				add_trait_xp = { trait = intellect_bad_1 track = abomab_rigid        value = { 3 5 } }
				add_trait_xp = { trait = intellect_bad_1 track = abomab_scattered    value = { 0 3 } }
				modifier = {
					abomab_higher_absentminded = yes
					factor = 15
				}
				modifier = {
					abomab_higher_rigid = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_absentminded = yes
						abomab_higher_scattered = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = intellect_bad_1 track = abomab_absentminded value = { 7 10 } }
				add_trait_xp = { trait = intellect_bad_1 track = abomab_rigid        value = { 0 3 } }
				add_trait_xp = { trait = intellect_bad_1 track = abomab_scattered    value = { 3 5 } }
				modifier = {
					abomab_higher_absentminded = yes
					factor = 15
				}
				modifier = {
					abomab_higher_scattered = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_absentminded = yes
						abomab_higher_rigid = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = intellect_bad_1 track = abomab_absentminded value = { 3 5 } }
				add_trait_xp = { trait = intellect_bad_1 track = abomab_rigid        value = { 7 10 } }
				add_trait_xp = { trait = intellect_bad_1 track = abomab_scattered    value = { 0 3 } }
				modifier = {
					abomab_higher_rigid = yes
					factor = 15
				}
				modifier = {
					abomab_higher_absentminded = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_rigid = yes
						abomab_higher_scattered = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = intellect_bad_1 track = abomab_absentminded value = { 0 3 } }
				add_trait_xp = { trait = intellect_bad_1 track = abomab_rigid        value = { 7 10 } }
				add_trait_xp = { trait = intellect_bad_1 track = abomab_scattered    value = { 3 5 } }
				modifier = {
					abomab_higher_rigid = yes
					factor = 15
				}
				modifier = {
					abomab_higher_scattered = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_rigid = yes
						abomab_higher_absentminded = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = intellect_bad_1 track = abomab_absentminded value = { 0 3 } }
				add_trait_xp = { trait = intellect_bad_1 track = abomab_rigid        value = { 3 5 } }
				add_trait_xp = { trait = intellect_bad_1 track = abomab_scattered    value = { 7 10 } }
				modifier = {
					abomab_higher_scattered = yes
					factor = 15
				}
				modifier = {
					abomab_higher_rigid = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_scattered = yes
						abomab_higher_absentminded = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = intellect_bad_1 track = abomab_absentminded value = { 3 5 } }
				add_trait_xp = { trait = intellect_bad_1 track = abomab_rigid        value = { 0 3 } }
				add_trait_xp = { trait = intellect_bad_1 track = abomab_scattered    value = { 7 10 } }
				modifier = {
					abomab_higher_scattered = yes
					factor = 15
				}
				modifier = {
					abomab_higher_absentminded = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_scattered = yes
						abomab_higher_rigid = yes
					}
					factor = 0.1
				}
			}
		}
	}
	else_if = {
		limit = { has_trait = intellect_bad_2 }
		random_list = {
			10 = {
				add_trait_xp = { trait = intellect_bad_2 track = abomab_absentminded value = { 7 10 } }
				add_trait_xp = { trait = intellect_bad_2 track = abomab_rigid        value = { 3 5 } }
				add_trait_xp = { trait = intellect_bad_2 track = abomab_scattered    value = { 0 3 } }
				modifier = {
					abomab_higher_absentminded = yes
					factor = 15
				}
				modifier = {
					abomab_higher_rigid = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_absentminded = yes
						abomab_higher_scattered = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = intellect_bad_2 track = abomab_absentminded value = { 7 10 } }
				add_trait_xp = { trait = intellect_bad_2 track = abomab_rigid        value = { 0 3 } }
				add_trait_xp = { trait = intellect_bad_2 track = abomab_scattered    value = { 3 5 } }
				modifier = {
					abomab_higher_absentminded = yes
					factor = 15
				}
				modifier = {
					abomab_higher_scattered = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_absentminded = yes
						abomab_higher_rigid = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = intellect_bad_2 track = abomab_absentminded value = { 3 5 } }
				add_trait_xp = { trait = intellect_bad_2 track = abomab_rigid        value = { 7 10 } }
				add_trait_xp = { trait = intellect_bad_2 track = abomab_scattered    value = { 0 3 } }
				modifier = {
					abomab_higher_rigid = yes
					factor = 15
				}
				modifier = {
					abomab_higher_absentminded = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_rigid = yes
						abomab_higher_scattered = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = intellect_bad_2 track = abomab_absentminded value = { 0 3 } }
				add_trait_xp = { trait = intellect_bad_2 track = abomab_rigid        value = { 7 10 } }
				add_trait_xp = { trait = intellect_bad_2 track = abomab_scattered    value = { 3 5 } }
				modifier = {
					abomab_higher_rigid = yes
					factor = 15
				}
				modifier = {
					abomab_higher_scattered = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_rigid = yes
						abomab_higher_absentminded = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = intellect_bad_2 track = abomab_absentminded value = { 0 3 } }
				add_trait_xp = { trait = intellect_bad_2 track = abomab_rigid        value = { 3 5 } }
				add_trait_xp = { trait = intellect_bad_2 track = abomab_scattered    value = { 7 10 } }
				modifier = {
					abomab_higher_scattered = yes
					factor = 15
				}
				modifier = {
					abomab_higher_rigid = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_scattered = yes
						abomab_higher_absentminded = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = intellect_bad_2 track = abomab_absentminded value = { 3 5 } }
				add_trait_xp = { trait = intellect_bad_2 track = abomab_rigid        value = { 0 3 } }
				add_trait_xp = { trait = intellect_bad_2 track = abomab_scattered    value = { 7 10 } }
				modifier = {
					abomab_higher_scattered = yes
					factor = 15
				}
				modifier = {
					abomab_higher_absentminded = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_scattered = yes
						abomab_higher_rigid = yes
					}
					factor = 0.1
				}
			}
		}
	}
	else_if = {
		limit = { has_trait = intellect_bad_3 }
		random_list = {
			10 = {
				add_trait_xp = { trait = intellect_bad_3 track = abomab_absentminded value = { 7 10 } }
				add_trait_xp = { trait = intellect_bad_3 track = abomab_rigid        value = { 3 5 } }
				add_trait_xp = { trait = intellect_bad_3 track = abomab_scattered    value = { 0 3 } }
				modifier = {
					abomab_higher_absentminded = yes
					factor = 15
				}
				modifier = {
					abomab_higher_rigid = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_absentminded = yes
						abomab_higher_scattered = yes
					}
					factor = 0.1
				}
				modifier = {
					has_trait_xp = {
						trait = intellect_bad_3
						track = abomab_absentminded
						value = 100
					}
					factor = 0
				}
			}
			10 = {
				add_trait_xp = { trait = intellect_bad_3 track = abomab_absentminded value = { 7 10 } }
				add_trait_xp = { trait = intellect_bad_3 track = abomab_rigid        value = { 0 3 } }
				add_trait_xp = { trait = intellect_bad_3 track = abomab_scattered    value = { 3 5 } }
				modifier = {
					abomab_higher_absentminded = yes
					factor = 15
				}
				modifier = {
					abomab_higher_scattered = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_absentminded = yes
						abomab_higher_rigid = yes
					}
					factor = 0.1
				}
				modifier = {
					has_trait_xp = {
						trait = intellect_bad_3
						track = abomab_absentminded
						value = 100
					}
					factor = 0
				}
			}
			10 = {
				add_trait_xp = { trait = intellect_bad_3 track = abomab_absentminded value = { 3 5 } }
				add_trait_xp = { trait = intellect_bad_3 track = abomab_rigid        value = { 7 10 } }
				add_trait_xp = { trait = intellect_bad_3 track = abomab_scattered    value = { 0 3 } }
				modifier = {
					abomab_higher_rigid = yes
					factor = 15
				}
				modifier = {
					abomab_higher_absentminded = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_rigid = yes
						abomab_higher_scattered = yes
					}
					factor = 0.1
				}
				modifier = {
					has_trait_xp = {
						trait = intellect_bad_3
						track = abomab_rigid
						value = 100
					}
					factor = 0
				}
			}
			10 = {
				add_trait_xp = { trait = intellect_bad_3 track = abomab_absentminded value = { 0 3 } }
				add_trait_xp = { trait = intellect_bad_3 track = abomab_rigid        value = { 7 10 } }
				add_trait_xp = { trait = intellect_bad_3 track = abomab_scattered    value = { 3 5 } }
				modifier = {
					abomab_higher_rigid = yes
					factor = 15
				}
				modifier = {
					abomab_higher_scattered = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_rigid = yes
						abomab_higher_absentminded = yes
					}
					factor = 0.1
				}
				modifier = {
					has_trait_xp = {
						trait = intellect_bad_3
						track = abomab_rigid
						value = 100
					}
					factor = 0
				}
			}
			10 = {
				add_trait_xp = { trait = intellect_bad_3 track = abomab_absentminded value = { 0 3 } }
				add_trait_xp = { trait = intellect_bad_3 track = abomab_rigid        value = { 3 5 } }
				add_trait_xp = { trait = intellect_bad_3 track = abomab_scattered    value = { 7 10 } }
				modifier = {
					abomab_higher_scattered = yes
					factor = 15
				}
				modifier = {
					abomab_higher_rigid = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_scattered = yes
						abomab_higher_absentminded = yes
					}
					factor = 0.1
				}
				modifier = {
					has_trait_xp = {
						trait = intellect_bad_3
						track = abomab_scattered
						value = 100
					}
					factor = 0
				}
			}
			10 = {
				add_trait_xp = { trait = intellect_bad_3 track = abomab_absentminded value = { 3 5 } }
				add_trait_xp = { trait = intellect_bad_3 track = abomab_rigid        value = { 0 3 } }
				add_trait_xp = { trait = intellect_bad_3 track = abomab_scattered    value = { 7 10 } }
				modifier = {
					abomab_higher_scattered = yes
					factor = 15
				}
				modifier = {
					abomab_higher_absentminded = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_scattered = yes
						abomab_higher_rigid = yes
					}
					factor = 0.1
				}
				modifier = {
					has_trait_xp = {
						trait = intellect_bad_3
						track = abomab_scattered
						value = 100
					}
					factor = 0
				}
			}
		}
	}
}


add_annual_birthday_physique_good_xp = {
	if = {
		limit = { has_trait = physique_good_1 }
		random_list = {
			10 = {
				add_trait_xp = { trait = physique_good_1 track = abomab_brawn      value = { 7 10 } }
				add_trait_xp = { trait = physique_good_1 track = abomab_endurance  value = { 3 5 } }
				add_trait_xp = { trait = physique_good_1 track = abomab_instincts  value = { 0 3 } }
				modifier = {
					abomab_higher_brawn = yes
					factor = 15
				}
				modifier = {
					abomab_higher_endurance = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_brawn = yes
						abomab_higher_instincts = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = physique_good_1 track = abomab_brawn      value = { 7 10 } }
				add_trait_xp = { trait = physique_good_1 track = abomab_endurance  value = { 0 3 } }
				add_trait_xp = { trait = physique_good_1 track = abomab_instincts  value = { 3 5 } }
				modifier = {
					abomab_higher_brawn = yes
					factor = 15
				}
				modifier = {
					abomab_higher_instincts = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_brawn = yes
						abomab_higher_endurance = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = physique_good_1 track = abomab_brawn      value = { 3 5 } }
				add_trait_xp = { trait = physique_good_1 track = abomab_endurance  value = { 7 10 } }
				add_trait_xp = { trait = physique_good_1 track = abomab_instincts  value = { 0 3 } }
				modifier = {
					abomab_higher_endurance = yes
					factor = 15
				}
				modifier = {
					abomab_higher_brawn = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_endurance = yes
						abomab_higher_instincts = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = physique_good_1 track = abomab_brawn      value = { 0 3 } }
				add_trait_xp = { trait = physique_good_1 track = abomab_endurance  value = { 7 10 } }
				add_trait_xp = { trait = physique_good_1 track = abomab_instincts  value = { 3 5 } }
				modifier = {
					abomab_higher_endurance = yes
					factor = 15
				}
				modifier = {
					abomab_higher_instincts = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_endurance = yes
						abomab_higher_brawn = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = physique_good_1 track = abomab_brawn      value = { 0 3 } }
				add_trait_xp = { trait = physique_good_1 track = abomab_endurance  value = { 3 5 } }
				add_trait_xp = { trait = physique_good_1 track = abomab_instincts  value = { 7 10 } }
				modifier = {
					abomab_higher_instincts = yes
					factor = 15
				}
				modifier = {
					abomab_higher_endurance = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_instincts = yes
						abomab_higher_brawn = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = physique_good_1 track = abomab_brawn      value = { 3 5 } }
				add_trait_xp = { trait = physique_good_1 track = abomab_endurance  value = { 0 3 } }
				add_trait_xp = { trait = physique_good_1 track = abomab_instincts  value = { 7 10 } }
				modifier = {
					abomab_higher_instincts = yes
					factor = 15
				}
				modifier = {
					abomab_higher_brawn = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_instincts = yes
						abomab_higher_endurance = yes
					}
					factor = 0.1
				}
			}
		}
	}
	else_if = {
		limit = { has_trait = physique_good_2 }
		random_list = {
			10 = {
				add_trait_xp = { trait = physique_good_2 track = abomab_brawn      value = { 7 10 } }
				add_trait_xp = { trait = physique_good_2 track = abomab_endurance  value = { 3 5 } }
				add_trait_xp = { trait = physique_good_2 track = abomab_instincts  value = { 0 3 } }
				modifier = {
					abomab_higher_brawn = yes
					factor = 15
				}
				modifier = {
					abomab_higher_endurance = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_brawn = yes
						abomab_higher_instincts = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = physique_good_2 track = abomab_brawn      value = { 7 10 } }
				add_trait_xp = { trait = physique_good_2 track = abomab_endurance  value = { 0 3 } }
				add_trait_xp = { trait = physique_good_2 track = abomab_instincts  value = { 3 5 } }
				modifier = {
					abomab_higher_brawn = yes
					factor = 15
				}
				modifier = {
					abomab_higher_instincts = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_brawn = yes
						abomab_higher_endurance = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = physique_good_2 track = abomab_brawn      value = { 3 5 } }
				add_trait_xp = { trait = physique_good_2 track = abomab_endurance  value = { 7 10 } }
				add_trait_xp = { trait = physique_good_2 track = abomab_instincts  value = { 0 3 } }
				modifier = {
					abomab_higher_endurance = yes
					factor = 15
				}
				modifier = {
					abomab_higher_brawn = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_endurance = yes
						abomab_higher_instincts = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = physique_good_2 track = abomab_brawn      value = { 0 3 } }
				add_trait_xp = { trait = physique_good_2 track = abomab_endurance  value = { 7 10 } }
				add_trait_xp = { trait = physique_good_2 track = abomab_instincts  value = { 3 5 } }
				modifier = {
					abomab_higher_endurance = yes
					factor = 15
				}
				modifier = {
					abomab_higher_instincts = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_endurance = yes
						abomab_higher_brawn = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = physique_good_2 track = abomab_brawn      value = { 0 3 } }
				add_trait_xp = { trait = physique_good_2 track = abomab_endurance  value = { 3 5 } }
				add_trait_xp = { trait = physique_good_2 track = abomab_instincts  value = { 7 10 } }
				modifier = {
					abomab_higher_instincts = yes
					factor = 15
				}
				modifier = {
					abomab_higher_endurance = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_instincts = yes
						abomab_higher_brawn = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = physique_good_2 track = abomab_brawn      value = { 3 5 } }
				add_trait_xp = { trait = physique_good_2 track = abomab_endurance  value = { 0 3 } }
				add_trait_xp = { trait = physique_good_2 track = abomab_instincts  value = { 7 10 } }
				modifier = {
					abomab_higher_instincts = yes
					factor = 15
				}
				modifier = {
					abomab_higher_brawn = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_instincts = yes
						abomab_higher_endurance = yes
					}
					factor = 0.1
				}
			}
		}
	}
	else_if = {
		limit = { has_trait = physique_good_3 }
		random_list = {
			10 = {
				add_trait_xp = { trait = physique_good_3 track = abomab_brawn      value = { 7 10 } }
				add_trait_xp = { trait = physique_good_3 track = abomab_endurance  value = { 3 5 } }
				add_trait_xp = { trait = physique_good_3 track = abomab_instincts  value = { 0 3 } }
				modifier = {
					abomab_higher_brawn = yes
					factor = 15
				}
				modifier = {
					abomab_higher_endurance = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_brawn = yes
						abomab_higher_instincts = yes
					}
					factor = 0.1
				}
				modifier = {
					has_trait_xp = {
						trait = physique_good_3
						track = abomab_brawn
						value = 100
					}
					factor = 0
				}
			}
			10 = {
				add_trait_xp = { trait = physique_good_3 track = abomab_brawn      value = { 7 10 } }
				add_trait_xp = { trait = physique_good_3 track = abomab_endurance  value = { 0 3 } }
				add_trait_xp = { trait = physique_good_3 track = abomab_instincts  value = { 3 5 } }
				modifier = {
					abomab_higher_brawn = yes
					factor = 15
				}
				modifier = {
					abomab_higher_instincts = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_brawn = yes
						abomab_higher_endurance = yes
					}
					factor = 0.1
				}
				modifier = {
					has_trait_xp = {
						trait = physique_good_3
						track = abomab_brawn
						value = 100
					}
					factor = 0
				}
			}
			10 = {
				add_trait_xp = { trait = physique_good_3 track = abomab_brawn      value = { 3 5 } }
				add_trait_xp = { trait = physique_good_3 track = abomab_endurance  value = { 7 10 } }
				add_trait_xp = { trait = physique_good_3 track = abomab_instincts  value = { 0 3 } }
				modifier = {
					abomab_higher_endurance = yes
					factor = 15
				}
				modifier = {
					abomab_higher_brawn = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_endurance = yes
						abomab_higher_instincts = yes
					}
					factor = 0.1
				}
				modifier = {
					has_trait_xp = {
						trait = physique_good_3
						track = abomab_endurance
						value = 100
					}
					factor = 0
				}
			}
			10 = {
				add_trait_xp = { trait = physique_good_3 track = abomab_brawn      value = { 0 3 } }
				add_trait_xp = { trait = physique_good_3 track = abomab_endurance  value = { 7 10 } }
				add_trait_xp = { trait = physique_good_3 track = abomab_instincts  value = { 3 5 } }
				modifier = {
					abomab_higher_endurance = yes
					factor = 15
				}
				modifier = {
					abomab_higher_instincts = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_endurance = yes
						abomab_higher_brawn = yes
					}
					factor = 0.1
				}
				modifier = {
					has_trait_xp = {
						trait = physique_good_3
						track = abomab_endurance
						value = 100
					}
					factor = 0
				}
			}
			10 = {
				add_trait_xp = { trait = physique_good_3 track = abomab_brawn      value = { 0 3 } }
				add_trait_xp = { trait = physique_good_3 track = abomab_endurance  value = { 3 5 } }
				add_trait_xp = { trait = physique_good_3 track = abomab_instincts  value = { 7 10 } }
				modifier = {
					abomab_higher_instincts = yes
					factor = 15
				}
				modifier = {
					abomab_higher_endurance = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_instincts = yes
						abomab_higher_brawn = yes
					}
					factor = 0.1
				}
				modifier = {
					has_trait_xp = {
						trait = physique_good_3
						track = abomab_instincts
						value = 100
					}
					factor = 0
				}
			}
			10 = {
				add_trait_xp = { trait = physique_good_3 track = abomab_brawn      value = { 3 5 } }
				add_trait_xp = { trait = physique_good_3 track = abomab_endurance  value = { 0 3 } }
				add_trait_xp = { trait = physique_good_3 track = abomab_instincts  value = { 7 10 } }
				modifier = {
					abomab_higher_instincts = yes
					factor = 15
				}
				modifier = {
					abomab_higher_brawn = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_instincts = yes
						abomab_higher_endurance = yes
					}
					factor = 0.1
				}
				modifier = {
					has_trait_xp = {
						trait = physique_good_3
						track = abomab_instincts
						value = 100
					}
					factor = 0
				}
			}
		}
	}
}

add_annual_birthday_physique_bad_xp = {
	if = {
		limit = { has_trait = physique_bad_1 }
		random_list = {
			10 = {
				add_trait_xp = { trait = physique_bad_1 track = abomab_brittle  value = { 7 10 } }
				add_trait_xp = { trait = physique_bad_1 track = abomab_inept    value = { 3 5 } }
				add_trait_xp = { trait = physique_bad_1 track = abomab_withered value = { 0 3 } }
				modifier = {
					abomab_higher_brittle = yes
					factor = 15
				}
				modifier = {
					abomab_higher_inept = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_brittle = yes
						abomab_higher_withered = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = physique_bad_1 track = abomab_brittle  value = { 7 10 } }
				add_trait_xp = { trait = physique_bad_1 track = abomab_inept    value = { 0 3 } }
				add_trait_xp = { trait = physique_bad_1 track = abomab_withered value = { 3 5 } }
				modifier = {
					abomab_higher_brittle = yes
					factor = 15
				}
				modifier = {
					abomab_higher_withered = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_brittle = yes
						abomab_higher_inept = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = physique_bad_1 track = abomab_brittle  value = { 3 5 } }
				add_trait_xp = { trait = physique_bad_1 track = abomab_inept    value = { 7 10 } }
				add_trait_xp = { trait = physique_bad_1 track = abomab_withered value = { 0 3 } }
				modifier = {
					abomab_higher_inept = yes
					factor = 15
				}
				modifier = {
					abomab_higher_brittle = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_inept = yes
						abomab_higher_withered = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = physique_bad_1 track = abomab_brittle  value = { 0 3 } }
				add_trait_xp = { trait = physique_bad_1 track = abomab_inept    value = { 7 10 } }
				add_trait_xp = { trait = physique_bad_1 track = abomab_withered value = { 3 5 } }
				modifier = {
					abomab_higher_inept = yes
					factor = 15
				}
				modifier = {
					abomab_higher_withered = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_inept = yes
						abomab_higher_brittle = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = physique_bad_1 track = abomab_brittle  value = { 0 3 } }
				add_trait_xp = { trait = physique_bad_1 track = abomab_inept    value = { 3 5 } }
				add_trait_xp = { trait = physique_bad_1 track = abomab_withered value = { 7 10 } }
				modifier = {
					abomab_higher_withered = yes
					factor = 15
				}
				modifier = {
					abomab_higher_inept = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_withered = yes
						abomab_higher_brittle = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = physique_bad_1 track = abomab_brittle  value = { 3 5 } }
				add_trait_xp = { trait = physique_bad_1 track = abomab_inept    value = { 0 3 } }
				add_trait_xp = { trait = physique_bad_1 track = abomab_withered value = { 7 10 } }
				modifier = {
					abomab_higher_withered = yes
					factor = 15
				}
				modifier = {
					abomab_higher_brittle = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_withered = yes
						abomab_higher_inept = yes
					}
					factor = 0.1
				}
			}
		}
	}
	else_if = {
		limit = { has_trait = physique_bad_2 }
		random_list = {
			10 = {
				add_trait_xp = { trait = physique_bad_2 track = abomab_brittle  value = { 7 10 } }
				add_trait_xp = { trait = physique_bad_2 track = abomab_inept    value = { 3 5 } }
				add_trait_xp = { trait = physique_bad_2 track = abomab_withered value = { 0 3 } }
				modifier = {
					abomab_higher_brittle = yes
					factor = 15
				}
				modifier = {
					abomab_higher_inept = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_brittle = yes
						abomab_higher_withered = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = physique_bad_2 track = abomab_brittle  value = { 7 10 } }
				add_trait_xp = { trait = physique_bad_2 track = abomab_inept    value = { 0 3 } }
				add_trait_xp = { trait = physique_bad_2 track = abomab_withered value = { 3 5 } }
				modifier = {
					abomab_higher_brittle = yes
					factor = 15
				}
				modifier = {
					abomab_higher_withered = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_brittle = yes
						abomab_higher_inept = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = physique_bad_2 track = abomab_brittle  value = { 3 5 } }
				add_trait_xp = { trait = physique_bad_2 track = abomab_inept    value = { 7 10 } }
				add_trait_xp = { trait = physique_bad_2 track = abomab_withered value = { 0 3 } }
				modifier = {
					abomab_higher_inept = yes
					factor = 15
				}
				modifier = {
					abomab_higher_brittle = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_inept = yes
						abomab_higher_withered = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = physique_bad_2 track = abomab_brittle  value = { 0 3 } }
				add_trait_xp = { trait = physique_bad_2 track = abomab_inept    value = { 7 10 } }
				add_trait_xp = { trait = physique_bad_2 track = abomab_withered value = { 3 5 } }
				modifier = {
					abomab_higher_inept = yes
					factor = 15
				}
				modifier = {
					abomab_higher_withered = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_inept = yes
						abomab_higher_brittle = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = physique_bad_2 track = abomab_brittle  value = { 0 3 } }
				add_trait_xp = { trait = physique_bad_2 track = abomab_inept    value = { 3 5 } }
				add_trait_xp = { trait = physique_bad_2 track = abomab_withered value = { 7 10 } }
				modifier = {
					abomab_higher_withered = yes
					factor = 15
				}
				modifier = {
					abomab_higher_inept = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_withered = yes
						abomab_higher_brittle = yes
					}
					factor = 0.1
				}
			}
			10 = {
				add_trait_xp = { trait = physique_bad_2 track = abomab_brittle  value = { 3 5 } }
				add_trait_xp = { trait = physique_bad_2 track = abomab_inept    value = { 0 3 } }
				add_trait_xp = { trait = physique_bad_2 track = abomab_withered value = { 7 10 } }
				modifier = {
					abomab_higher_withered = yes
					factor = 15
				}
				modifier = {
					abomab_higher_brittle = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_withered = yes
						abomab_higher_inept = yes
					}
					factor = 0.1
				}
			}
		}
	}
	else_if = {
		limit = { has_trait = physique_bad_3 }
		random_list = {
			10 = {
				add_trait_xp = { trait = physique_bad_3 track = abomab_brittle  value = { 7 10 } }
				add_trait_xp = { trait = physique_bad_3 track = abomab_inept    value = { 3 5 } }
				add_trait_xp = { trait = physique_bad_3 track = abomab_withered value = { 0 3 } }
				modifier = {
					abomab_higher_brittle = yes
					factor = 15
				}
				modifier = {
					abomab_higher_inept = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_brittle = yes
						abomab_higher_withered = yes
					}
					factor = 0.1
				}
				modifier = {
					has_trait_xp = {
						trait = physique_bad_3
						track = abomab_brittle
						value = 100
					}
					factor = 0
				}
			}
			10 = {
				add_trait_xp = { trait = physique_bad_3 track = abomab_brittle  value = { 7 10 } }
				add_trait_xp = { trait = physique_bad_3 track = abomab_inept    value = { 0 3 } }
				add_trait_xp = { trait = physique_bad_3 track = abomab_withered value = { 3 5 } }
				modifier = {
					abomab_higher_brittle = yes
					factor = 15
				}
				modifier = {
					abomab_higher_withered = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_brittle = yes
						abomab_higher_inept = yes
					}
					factor = 0.1
				}
				modifier = {
					has_trait_xp = {
						trait = physique_bad_3
						track = abomab_brittle
						value = 100
					}
					factor = 0
				}
			}
			10 = {
				add_trait_xp = { trait = physique_bad_3 track = abomab_brittle  value = { 3 5 } }
				add_trait_xp = { trait = physique_bad_3 track = abomab_inept    value = { 7 10 } }
				add_trait_xp = { trait = physique_bad_3 track = abomab_withered value = { 0 3 } }
				modifier = {
					abomab_higher_inept = yes
					factor = 15
				}
				modifier = {
					abomab_higher_brittle = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_inept = yes
						abomab_higher_withered = yes
					}
					factor = 0.1
				}
				modifier = {
					has_trait_xp = {
						trait = physique_bad_3
						track = abomab_inept
						value = 100
					}
					factor = 0
				}
			}
			10 = {
				add_trait_xp = { trait = physique_bad_3 track = abomab_brittle  value = { 0 3 } }
				add_trait_xp = { trait = physique_bad_3 track = abomab_inept    value = { 7 10 } }
				add_trait_xp = { trait = physique_bad_3 track = abomab_withered value = { 3 5 } }
				modifier = {
					abomab_higher_inept = yes
					factor = 15
				}
				modifier = {
					abomab_higher_withered = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_inept = yes
						abomab_higher_brittle = yes
					}
					factor = 0.1
				}
				modifier = {
					has_trait_xp = {
						trait = physique_bad_3
						track = abomab_inept
						value = 100
					}
					factor = 0
				}
			}
			10 = {
				add_trait_xp = { trait = physique_bad_3 track = abomab_brittle  value = { 0 3 } }
				add_trait_xp = { trait = physique_bad_3 track = abomab_inept    value = { 3 5 } }
				add_trait_xp = { trait = physique_bad_3 track = abomab_withered value = { 7 10 } }
				modifier = {
					abomab_higher_withered = yes
					factor = 15
				}
				modifier = {
					abomab_higher_inept = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_withered = yes
						abomab_higher_brittle = yes
					}
					factor = 0.1
				}
				modifier = {
					has_trait_xp = {
						trait = physique_bad_3
						track = abomab_withered
						value = 100
					}
					factor = 0
				}
			}
			10 = {
				add_trait_xp = { trait = physique_bad_3 track = abomab_brittle  value = { 3 5 } }
				add_trait_xp = { trait = physique_bad_3 track = abomab_inept    value = { 0 3 } }
				add_trait_xp = { trait = physique_bad_3 track = abomab_withered value = { 7 10 } }
				modifier = {
					abomab_higher_withered = yes
					factor = 15
				}
				modifier = {
					abomab_higher_brittle = yes
					factor = 5
				}
				modifier = {
					OR = {
						abomab_lower_withered = yes
						abomab_higher_inept = yes
					}
					factor = 0.1
				}
				modifier = {
					has_trait_xp = {
						trait = physique_bad_3
						track = abomab_withered
						value = 100
					}
					factor = 0
				}
			}
		}
	}
}



abombab_add_annual_birthday_xp = {
	
	# Early childhood: only Tier 1 traits exist; use the big annual XP patterns
	if = {
		limit = { 
			age >= 4	#Receives ~15 XP a year for ~5 years = 75 XP per category
			age <= 8
		}
		
		# Beauty Good/Bad
		if = {
			limit = { has_trait = beauty_good_1 }
			add_annual_birthday_beauty_good_xp = yes
		}
		else_if = {
			limit = { has_trait = beauty_bad_1 }
			add_annual_birthday_beauty_bad_xp = yes
		}
		
		# Intellect Good/Bad
		if = {
			limit = { has_trait = intellect_good_1 }
			add_annual_birthday_intellect_good_xp = yes
		}
		else_if = {
			limit = { has_trait = intellect_bad_1 }
			add_annual_birthday_intellect_bad_xp = yes
		}
		
		# Physique Good/Bad
		if = {
			limit = { has_trait = physique_good_1 }
			add_annual_birthday_physique_good_xp = yes
		}
		else_if = {
			limit = { has_trait = physique_bad_1 }
			add_annual_birthday_physique_bad_xp = yes
		}
	}


	# Potential transfer to Tier 2 of Traits at 9, if they have the right flags
	else_if = {
		limit = {
			age = 9
			OR = {
				has_character_flag = beauty_good_2
				has_character_flag = beauty_good_3
				has_character_flag = beauty_bad_2
				has_character_flag = beauty_bad_3
				
				has_character_flag = intellect_good_2
				has_character_flag = intellect_good_3
				has_character_flag = intellect_bad_2
				has_character_flag = intellect_bad_3
				
				has_character_flag = physique_good_2
				has_character_flag = physique_good_3
				has_character_flag = physique_bad_2
				has_character_flag = physique_bad_3
			}
		}
		
		# Beauty Tier 1 → 2 (Good/Bad)
		if = {
			limit = {
				OR = {
					has_character_flag = beauty_good_2
					has_character_flag = beauty_good_3
				}
			}
			olympia_transfer_xp_beauty_good_1_to_2 = yes
			add_annual_birthday_beauty_good_xp = yes
		}
		else_if = {
			limit = {
				OR = {
					has_character_flag = beauty_bad_2
					has_character_flag = beauty_bad_3
				}
			}
			olympia_transfer_xp_beauty_bad_1_to_2 = yes
			add_annual_birthday_beauty_bad_xp = yes
		}
		
		# Intellect Tier 1 → 2 (Good/Bad)
		if = {
			limit = {
				OR = {
					has_character_flag = intellect_good_2
					has_character_flag = intellect_good_3
				}
			}
			olympia_transfer_xp_intellect_good_1_to_2 = yes
			add_annual_birthday_intellect_good_xp = yes
		}
		else_if = {
			limit = {
				OR = {
					has_character_flag = intellect_bad_2
					has_character_flag = intellect_bad_3
				}
			}
			olympia_transfer_xp_intellect_bad_1_to_2 = yes
			add_annual_birthday_intellect_bad_xp = yes
		}
		
		# Physique Tier 1 → 2 (Good/Bad)
		if = {
			limit = {
				OR = {
					has_character_flag = physique_good_2
					has_character_flag = physique_good_3
				}
			}
			olympia_transfer_xp_physique_good_1_to_2 = yes
			add_annual_birthday_physique_good_xp = yes
		}
		else_if = {
			limit = {
				OR = {
					has_character_flag = physique_bad_2
					has_character_flag = physique_bad_3
				}
			}
			olympia_transfer_xp_physique_bad_1_to_2 = yes
			add_annual_birthday_physique_bad_xp = yes
		}
	}


	# Ages 10–13: Tier 1 gets a small flat bump; Tier 2–3 use the full randomized pattern
	else_if = {
		limit = { 
			age >= 10	#Receives ~15 XP a year for 4 years = ~60 XP per category
			age <= 13
		}
		
		########################
		# BEAUTY (GOOD/BAD)
		########################
		
		# Beauty Good
		if = {
			limit = {
				has_trait = beauty_good_1
			}
			add_trait_xp = { trait = beauty_good_1 track = abomab_grace      value = { 0 3 } }
			add_trait_xp = { trait = beauty_good_1 track = abomab_magnetism  value = { 0 3 } }
			add_trait_xp = { trait = beauty_good_1 track = abomab_visage     value = { 0 3 } }
		}
		else_if = {
			limit = {
				OR = {
					has_trait = beauty_good_2
					has_trait = beauty_good_3
				}
			}
			add_annual_birthday_beauty_good_xp = yes
		}
		# Beauty Bad
		else_if = {
			limit = {
				has_trait = beauty_bad_1
			}
			add_trait_xp = { trait = beauty_bad_1 track = abomab_beastly   value = { 0 3 } }
			add_trait_xp = { trait = beauty_bad_1 track = abomab_repulsive value = { 0 3 } }
			add_trait_xp = { trait = beauty_bad_1 track = abomab_ungainly  value = { 0 3 } }
		}
		else_if = {
			limit = {
				OR = {
					has_trait = beauty_bad_2
					has_trait = beauty_bad_3
				}
			}
			add_annual_birthday_beauty_bad_xp = yes
		}
		
		########################
		# INTELLECT (GOOD/BAD)
		########################
		
		if = {
			limit = { has_trait = intellect_good_1 }
			add_trait_xp = { trait = intellect_good_1 track = abomab_adaptability value = { 0 3 } }
			add_trait_xp = { trait = intellect_good_1 track = abomab_memory       value = { 0 3 } }
			add_trait_xp = { trait = intellect_good_1 track = abomab_focus        value = { 0 3 } }
		}
		else_if = {
			limit = {
				OR = {
					has_trait = intellect_good_2
					has_trait = intellect_good_3
				}
			}
			add_annual_birthday_intellect_good_xp = yes
		}
		else_if = {
			limit = { has_trait = intellect_bad_1 }
			add_trait_xp = { trait = intellect_bad_1 track = abomab_absentminded value = { 0 3 } }
			add_trait_xp = { trait = intellect_bad_1 track = abomab_rigid        value = { 0 3 } }
			add_trait_xp = { trait = intellect_bad_1 track = abomab_scattered    value = { 0 3 } }
		}
		else_if = {
			limit = {
				OR = {
					has_trait = intellect_bad_2
					has_trait = intellect_bad_3
				}
			}
			add_annual_birthday_intellect_bad_xp = yes
		}
		
		########################
		# PHYSIQUE (GOOD/BAD)
		########################
		
		if = {
			limit = { has_trait = physique_good_1 }
			add_trait_xp = { trait = physique_good_1 track = abomab_brawn     value = { 0 3 } }
			add_trait_xp = { trait = physique_good_1 track = abomab_endurance value = { 0 3 } }
			add_trait_xp = { trait = physique_good_1 track = abomab_instincts value = { 0 3 } }
		}
		else_if = {
			limit = {
				OR = {
					has_trait = physique_good_2
					has_trait = physique_good_3
				}
			}
			add_annual_birthday_physique_good_xp = yes
		}
		else_if = {
			limit = { has_trait = physique_bad_1 }
			add_trait_xp = { trait = physique_bad_1 track = abomab_brittle  value = { 0 3 } }
			add_trait_xp = { trait = physique_bad_1 track = abomab_inept    value = { 0 3 } }
			add_trait_xp = { trait = physique_bad_1 track = abomab_withered value = { 0 3 } }
		}
		else_if = {
			limit = {
				OR = {
					has_trait = physique_bad_2
					has_trait = physique_bad_3
				}
			}
			add_annual_birthday_physique_bad_xp = yes
		}
	}

	# Potential transfer to Tier 3 of Traits at 14, if they have the right flags
	else_if = {
		limit = {
			age = 14
			OR = {
				has_character_flag = beauty_good_3
				has_character_flag = beauty_bad_3
				
				has_character_flag = intellect_good_3
				has_character_flag = intellect_bad_3
				
				has_character_flag = physique_good_3
				has_character_flag = physique_bad_3
			}
		}
		
		# Beauty Tier 2 → 3 (Good/Bad)
		if = {
			limit = {
				has_character_flag = beauty_good_3
			}
			olympia_transfer_xp_beauty_good_2_to_3 = yes
			add_annual_birthday_beauty_good_xp = yes
		}
		else_if = {
			limit = {
				has_character_flag = beauty_bad_3
			}
			olympia_transfer_xp_beauty_bad_2_to_3 = yes
			add_annual_birthday_beauty_bad_xp = yes
		}
		
		# Intellect Tier 2 → 3 (Good/Bad)
		if = {
			limit = {
				has_character_flag = intellect_good_3
			}
			olympia_transfer_xp_intellect_good_2_to_3 = yes
			add_annual_birthday_intellect_good_xp = yes
		}
		else_if = {
			limit = {
				has_character_flag = intellect_bad_3
			}
			olympia_transfer_xp_intellect_bad_2_to_3 = yes
			add_annual_birthday_intellect_bad_xp = yes
		}
		
		# Physique Tier 2 → 3 (Good/Bad)
		if = {
			limit = {
				has_character_flag = physique_good_3
			}
			olympia_transfer_xp_physique_good_2_to_3 = yes
			add_annual_birthday_physique_good_xp = yes
		}
		else_if = {
			limit = {
				has_character_flag = physique_bad_3
			}
			olympia_transfer_xp_physique_bad_2_to_3 = yes
			add_annual_birthday_physique_bad_xp = yes
		}
	}


	# Late teens: slow trickle for T1/T2, full pattern for T3
	else_if = {
		limit = { 
			age >= 15	#Receives ~15 XP a year for 4 years = ~60 XP per category
			age <= 18
		}
		
		########################
		# BEAUTY (GOOD/BAD)
		########################
		
		# Beauty Good
		if = {
			limit = {
				has_trait = beauty_good_1
			}
			add_trait_xp = { trait = beauty_good_1 track = abomab_grace      value = { 0 2 } }
			add_trait_xp = { trait = beauty_good_1 track = abomab_magnetism  value = { 0 2 } }
			add_trait_xp = { trait = beauty_good_1 track = abomab_visage     value = { 0 2 } }
		}
		else_if = {
			limit = {
				has_trait = beauty_good_2
			}
			add_trait_xp = { trait = beauty_good_2 track = abomab_grace      value = { 0 3 } }
			add_trait_xp = { trait = beauty_good_2 track = abomab_magnetism  value = { 0 3 } }
			add_trait_xp = { trait = beauty_good_2 track = abomab_visage     value = { 0 3 } }
		}
		else_if = {
			limit = {
				has_trait = beauty_good_3
			}
			add_annual_birthday_beauty_good_xp = yes
		}
		
		# Beauty Bad
		if = {
			limit = {
				has_trait = beauty_bad_1
			}
			add_trait_xp = { trait = beauty_bad_1 track = abomab_beastly   value = { 0 2 } }
			add_trait_xp = { trait = beauty_bad_1 track = abomab_repulsive value = { 0 2 } }
			add_trait_xp = { trait = beauty_bad_1 track = abomab_ungainly  value = { 0 2 } }
		}
		else_if = {
			limit = {
				has_trait = beauty_bad_2
			}
			add_trait_xp = { trait = beauty_bad_2 track = abomab_beastly   value = { 0 3 } }
			add_trait_xp = { trait = beauty_bad_2 track = abomab_repulsive value = { 0 3 } }
			add_trait_xp = { trait = beauty_bad_2 track = abomab_ungainly  value = { 0 3 } }
		}
		else_if = {
			limit = {
				has_trait = beauty_bad_3
			}
			add_annual_birthday_beauty_bad_xp = yes
		}
		
		
		########################
		# INTELLECT (GOOD/BAD)
		########################
		
		if = {
			limit = { has_trait = intellect_good_1 }
			add_trait_xp = { trait = intellect_good_1 track = abomab_adaptability value = { 0 2 } }
			add_trait_xp = { trait = intellect_good_1 track = abomab_memory       value = { 0 2 } }
			add_trait_xp = { trait = intellect_good_1 track = abomab_focus        value = { 0 2 } }
		}
		else_if = {
			limit = { has_trait = intellect_good_2 }
			add_trait_xp = { trait = intellect_good_2 track = abomab_adaptability value = { 0 3 } }
			add_trait_xp = { trait = intellect_good_2 track = abomab_memory       value = { 0 3 } }
			add_trait_xp = { trait = intellect_good_2 track = abomab_focus        value = { 0 3 } }
		}
		else_if = {
			limit = { has_trait = intellect_good_3 }
			add_annual_birthday_intellect_good_xp = yes
		}
		
		if = {
			limit = { has_trait = intellect_bad_1 }
			add_trait_xp = { trait = intellect_bad_1 track = abomab_absentminded value = { 0 2 } }
			add_trait_xp = { trait = intellect_bad_1 track = abomab_rigid        value = { 0 2 } }
			add_trait_xp = { trait = intellect_bad_1 track = abomab_scattered    value = { 0 2 } }
		}
		else_if = {
			limit = { has_trait = intellect_bad_2 }
			add_trait_xp = { trait = intellect_bad_2 track = abomab_absentminded value = { 0 3 } }
			add_trait_xp = { trait = intellect_bad_2 track = abomab_rigid        value = { 0 3 } }
			add_trait_xp = { trait = intellect_bad_2 track = abomab_scattered    value = { 0 3 } }
		}
		else_if = {
			limit = { has_trait = intellect_bad_3 }
			add_annual_birthday_intellect_bad_xp = yes
		}
		
		
		########################
		# PHYSIQUE (GOOD/BAD)
		########################
		
		if = {
			limit = { has_trait = physique_good_1 }
			add_trait_xp = { trait = physique_good_1 track = abomab_brawn     value = { 0 2 } }
			add_trait_xp = { trait = physique_good_1 track = abomab_endurance value = { 0 2 } }
			add_trait_xp = { trait = physique_good_1 track = abomab_instincts value = { 0 2 } }
		}
		else_if = {
			limit = { has_trait = physique_good_2 }
			add_trait_xp = { trait = physique_good_2 track = abomab_brawn     value = { 0 3 } }
			add_trait_xp = { trait = physique_good_2 track = abomab_endurance value = { 0 3 } }
			add_trait_xp = { trait = physique_good_2 track = abomab_instincts value = { 0 3 } }
		}
		else_if = {
			limit = { has_trait = physique_good_3 }
			add_annual_birthday_physique_good_xp = yes
		}
		
		if = {
			limit = { has_trait = physique_bad_1 }
			add_trait_xp = { trait = physique_bad_1 track = abomab_brittle  value = { 0 2 } }
			add_trait_xp = { trait = physique_bad_1 track = abomab_inept    value = { 0 2 } }
			add_trait_xp = { trait = physique_bad_1 track = abomab_withered value = { 0 2 } }
		}
		else_if = {
			limit = { has_trait = physique_bad_2 }
			add_trait_xp = { trait = physique_bad_2 track = abomab_brittle  value = { 0 3 } }
			add_trait_xp = { trait = physique_bad_2 track = abomab_inept    value = { 0 3 } }
			add_trait_xp = { trait = physique_bad_2 track = abomab_withered value = { 0 3 } }
		}
		else_if = {
			limit = { has_trait = physique_bad_3 }
			add_annual_birthday_physique_bad_xp = yes
		}
	}
}

abomab_add_beauty_xp_adult = {
	if = {
		limit = { has_trait = beauty_good }
		if = { limit = { has_trait = beauty_good_1 }
			random_list = {
				
				#5/25/25
				10 = {
					add_trait_xp = { trait = beauty_good_1 track = abomab_grace     	value = 5 }
					add_trait_xp = { trait = beauty_good_1 track = abomab_magnetism     value = 25 }
					add_trait_xp = { trait = beauty_good_1 track = abomab_visage   		value = 25 }
					modifier = {
						OR = {
							abomab_higher_magnetism = yes
							abomab_higher_visage = yes
						}
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = beauty_good_1 track = abomab_grace     	value = 25 }
					add_trait_xp = { trait = beauty_good_1 track = abomab_magnetism     value = 5 }
					add_trait_xp = { trait = beauty_good_1 track = abomab_visage   		value = 25 }
					modifier = {
						OR = {
							abomab_higher_grace = yes
							abomab_higher_visage = yes
						}
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = beauty_good_1 track = abomab_grace     	value = 5 }
					add_trait_xp = { trait = beauty_good_1 track = abomab_magnetism     value = 25 }
					add_trait_xp = { trait = beauty_good_1 track = abomab_visage   		value = 25 }
					modifier = {
						OR = {
							abomab_higher_magnetism = yes
							abomab_higher_visage = yes
						}
						add = 15
					}
				}
				
				#5/5/50
				10 = {
					add_trait_xp = { trait = beauty_good_1 track = abomab_grace     	value = 5 }
					add_trait_xp = { trait = beauty_good_1 track = abomab_magnetism     value = 5 }
					add_trait_xp = { trait = beauty_good_1 track = abomab_visage   		value = 50 }
					modifier = {
						abomab_higher_visage = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = beauty_good_1 track = abomab_grace     	value = 5 }
					add_trait_xp = { trait = beauty_good_1 track = abomab_magnetism     value = 50 }
					add_trait_xp = { trait = beauty_good_1 track = abomab_visage   		value = 5 }
					modifier = {
						abomab_higher_magnetism = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = beauty_good_1 track = abomab_grace     	value = 50 }
					add_trait_xp = { trait = beauty_good_1 track = abomab_magnetism     value = 5 }
					add_trait_xp = { trait = beauty_good_1 track = abomab_visage   		value = 5 }
					modifier = {
						abomab_higher_grace = yes
						add = 15
					}
				}
			}
		}
		else_if = { limit = { has_trait = beauty_good_2 }
			random_list = {
				
				#25/50/50
				10 = {
					add_trait_xp = { trait = beauty_good_2 track = abomab_grace     	value = 25 }
					add_trait_xp = { trait = beauty_good_2 track = abomab_magnetism     value = 50 }
					add_trait_xp = { trait = beauty_good_2 track = abomab_visage   		value = 50 }
					modifier = {
						OR = {
							abomab_higher_magnetism = yes
							abomab_higher_visage = yes
						}
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = beauty_good_2 track = abomab_grace     	value = 50 }
					add_trait_xp = { trait = beauty_good_2 track = abomab_magnetism     value = 25 }
					add_trait_xp = { trait = beauty_good_2 track = abomab_visage   		value = 50 }
					modifier = {
						OR = {
							abomab_higher_grace = yes
							abomab_higher_visage = yes
						}
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = beauty_good_2 track = abomab_grace     	value = 50 }
					add_trait_xp = { trait = beauty_good_2 track = abomab_magnetism     value = 50 }
					add_trait_xp = { trait = beauty_good_2 track = abomab_visage   		value = 25 }
					modifier = {
						OR = {
							abomab_higher_grace = yes
							abomab_higher_magnetism = yes
						}
						add = 15
					}
				}
				
				#25/25/75
				10 = {
					add_trait_xp = { trait = beauty_good_2 track = abomab_grace     	value = 25 }
					add_trait_xp = { trait = beauty_good_2 track = abomab_magnetism     value = 25 }
					add_trait_xp = { trait = beauty_good_2 track = abomab_visage   		value = 75 }
					modifier = {
						abomab_higher_visage = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = beauty_good_2 track = abomab_grace     	value = 25 }
					add_trait_xp = { trait = beauty_good_2 track = abomab_magnetism     value = 75 }
					add_trait_xp = { trait = beauty_good_2 track = abomab_visage   		value = 25 }
					modifier = {
						abomab_higher_magnetism = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = beauty_good_2 track = abomab_grace     	value = 75 }
					add_trait_xp = { trait = beauty_good_2 track = abomab_magnetism     value = 25 }
					add_trait_xp = { trait = beauty_good_2 track = abomab_visage   		value = 25 }
					modifier = {
						abomab_higher_grace = yes
						add = 15
					}
				}
				
				#5/50/75
				10 = {
					add_trait_xp = { trait = beauty_good_2 track = abomab_grace     	value = 5 }
					add_trait_xp = { trait = beauty_good_2 track = abomab_magnetism     value = 50 }
					add_trait_xp = { trait = beauty_good_2 track = abomab_visage   		value = 75 }
					modifier = {
						abomab_higher_visage = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = beauty_good_2 track = abomab_grace     	value = 50 }
					add_trait_xp = { trait = beauty_good_2 track = abomab_magnetism     value = 5 }
					add_trait_xp = { trait = beauty_good_2 track = abomab_visage   		value = 75 }
					modifier = {
						abomab_higher_visage = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = beauty_good_2 track = abomab_grace     	value = 5 }
					add_trait_xp = { trait = beauty_good_2 track = abomab_magnetism     value = 75 }
					add_trait_xp = { trait = beauty_good_2 track = abomab_visage   		value = 50 }
					modifier = {
						abomab_higher_magnetism = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = beauty_good_2 track = abomab_grace     	value = 50 }
					add_trait_xp = { trait = beauty_good_2 track = abomab_magnetism     value = 75 }
					add_trait_xp = { trait = beauty_good_2 track = abomab_visage   		value = 5 }
					modifier = {
						abomab_higher_magnetism = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = beauty_good_2 track = abomab_grace     	value = 75 }
					add_trait_xp = { trait = beauty_good_2 track = abomab_magnetism     value = 50 }
					add_trait_xp = { trait = beauty_good_2 track = abomab_visage   		value = 5 }
					modifier = {
						abomab_higher_grace = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = beauty_good_2 track = abomab_grace     	value = 75 }
					add_trait_xp = { trait = beauty_good_2 track = abomab_magnetism     value = 5 }
					add_trait_xp = { trait = beauty_good_2 track = abomab_visage   		value = 50 }
					modifier = {
						abomab_higher_grace = yes
						add = 15
					}
				}
			}
		}
		else_if = { limit = { has_trait = beauty_good_3 }
			random_list = {
				
				#25/75/75
				10 = {
					add_trait_xp = { trait = beauty_good_3 track = abomab_grace     	value = 50 }
					add_trait_xp = { trait = beauty_good_3 track = abomab_magnetism     value = 75 }
					add_trait_xp = { trait = beauty_good_3 track = abomab_visage   		value = 75 }
					modifier = {
						OR = {
							abomab_higher_magnetism = yes
							abomab_higher_visage = yes
						}
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = beauty_good_3 track = abomab_grace     	value = 75 }
					add_trait_xp = { trait = beauty_good_3 track = abomab_magnetism     value = 50 }
					add_trait_xp = { trait = beauty_good_3 track = abomab_visage   		value = 75 }
					modifier = {
						OR = {
							abomab_higher_grace = yes
							abomab_higher_visage = yes
						}
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = beauty_good_3 track = abomab_grace     	value = 75 }
					add_trait_xp = { trait = beauty_good_3 track = abomab_magnetism     value = 75 }
					add_trait_xp = { trait = beauty_good_3 track = abomab_visage   		value = 50 }
					modifier = {
						OR = {
							abomab_higher_grace = yes
							abomab_higher_magnetism = yes
						}
						add = 15
					}
				}
				
				#50/50/100
				10 = {
					add_trait_xp = { trait = beauty_good_3 track = abomab_grace     	value = 50 }
					add_trait_xp = { trait = beauty_good_3 track = abomab_magnetism     value = 50 }
					add_trait_xp = { trait = beauty_good_3 track = abomab_visage   		value = 100 }
					modifier = {
						abomab_higher_visage = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = beauty_good_3 track = abomab_grace     	value = 50 }
					add_trait_xp = { trait = beauty_good_3 track = abomab_magnetism     value = 100 }
					add_trait_xp = { trait = beauty_good_3 track = abomab_visage   		value = 50 }
					modifier = {
						abomab_higher_magnetism = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = beauty_good_3 track = abomab_grace     	value = 100 }
					add_trait_xp = { trait = beauty_good_3 track = abomab_magnetism     value = 50 }
					add_trait_xp = { trait = beauty_good_3 track = abomab_visage   		value = 50 }
					modifier = {
						abomab_higher_grace = yes
						add = 15
					}
				}
				
				#25/75/100
				10 = {
					add_trait_xp = { trait = beauty_good_3 track = abomab_grace     	value = 100 }
					add_trait_xp = { trait = beauty_good_3 track = abomab_magnetism     value = 75 }
					add_trait_xp = { trait = beauty_good_3 track = abomab_visage   		value = 25 }
					modifier = {
						abomab_higher_grace = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = beauty_good_3 track = abomab_grace     	value = 100 }
					add_trait_xp = { trait = beauty_good_3 track = abomab_magnetism     value = 25 }
					add_trait_xp = { trait = beauty_good_3 track = abomab_visage   		value = 75 }
					modifier = {
						abomab_higher_grace = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = beauty_good_3 track = abomab_grace     	value = 25 }
					add_trait_xp = { trait = beauty_good_3 track = abomab_magnetism     value = 100 }
					add_trait_xp = { trait = beauty_good_3 track = abomab_visage   		value = 75 }
					modifier = {
						abomab_higher_magnetism = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = beauty_good_3 track = abomab_grace     	value = 75 }
					add_trait_xp = { trait = beauty_good_3 track = abomab_magnetism     value = 100 }
					add_trait_xp = { trait = beauty_good_3 track = abomab_visage   		value = 25 }
					modifier = {
						abomab_higher_magnetism = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = beauty_good_3 track = abomab_grace     	value = 25 }
					add_trait_xp = { trait = beauty_good_3 track = abomab_magnetism     value = 75 }
					add_trait_xp = { trait = beauty_good_3 track = abomab_visage   		value = 100 }
					modifier = {
						abomab_higher_visage = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = beauty_good_3 track = abomab_grace     	value = 75 }
					add_trait_xp = { trait = beauty_good_3 track = abomab_magnetism     value = 25 }
					add_trait_xp = { trait = beauty_good_3 track = abomab_visage   		value = 100 }
					modifier = {
						abomab_higher_visage = yes
						add = 15
					}
				}
			}
		}
		
		#Now make the XP tracks look a little interesting without actually adding any mechanical benefits
		add_trait_xp = { trait = beauty_good_1 track = abomab_grace     value = { integer_range = { min = 5 max = 15 } } }
		add_trait_xp = { trait = beauty_good_1 track = abomab_magnetism value = { integer_range = { min = 5 max = 15 } } }
		add_trait_xp = { trait = beauty_good_1 track = abomab_visage    value = { integer_range = { min = 5 max = 15 } } }
		
		add_trait_xp = { trait = beauty_good_2 track = abomab_grace     value = { integer_range = { min = 5 max = 20 } } }
		add_trait_xp = { trait = beauty_good_2 track = abomab_magnetism value = { integer_range = { min = 5 max = 20 } } }
		add_trait_xp = { trait = beauty_good_2 track = abomab_visage    value = { integer_range = { min = 5 max = 20 } } }
		
		add_trait_xp = { trait = beauty_good_3 track = abomab_grace     value = { integer_range = { min = 5 max = 20 } } }
		add_trait_xp = { trait = beauty_good_3 track = abomab_magnetism value = { integer_range = { min = 5 max = 20 } } }
		add_trait_xp = { trait = beauty_good_3 track = abomab_visage    value = { integer_range = { min = 5 max = 20 } } }
	}
	if = {
		limit = { has_trait = beauty_bad }
		if = { limit = { has_trait = beauty_bad_1 }
			random_list = {
				
				#5/25/25
				10 = {
					add_trait_xp = { trait = beauty_bad_1 track = abomab_beastly     	value = 5 }
					add_trait_xp = { trait = beauty_bad_1 track = abomab_repulsive     value = 25 }
					add_trait_xp = { trait = beauty_bad_1 track = abomab_ungainly   		value = 25 }
				}
				10 = {
					add_trait_xp = { trait = beauty_bad_1 track = abomab_beastly     	value = 25 }
					add_trait_xp = { trait = beauty_bad_1 track = abomab_repulsive     value = 5 }
					add_trait_xp = { trait = beauty_bad_1 track = abomab_ungainly   		value = 25 }
				}
				10 = {
					add_trait_xp = { trait = beauty_bad_1 track = abomab_beastly     	value = 5 }
					add_trait_xp = { trait = beauty_bad_1 track = abomab_repulsive     value = 25 }
					add_trait_xp = { trait = beauty_bad_1 track = abomab_ungainly   		value = 25 }
				}
				
				#5/5/50
				10 = {
					add_trait_xp = { trait = beauty_bad_1 track = abomab_beastly     	value = 5 }
					add_trait_xp = { trait = beauty_bad_1 track = abomab_repulsive     value = 5 }
					add_trait_xp = { trait = beauty_bad_1 track = abomab_ungainly   		value = 50 }
				}
				10 = {
					add_trait_xp = { trait = beauty_bad_1 track = abomab_beastly     	value = 5 }
					add_trait_xp = { trait = beauty_bad_1 track = abomab_repulsive     value = 50 }
					add_trait_xp = { trait = beauty_bad_1 track = abomab_ungainly   		value = 5 }
				}
				10 = {
					add_trait_xp = { trait = beauty_bad_1 track = abomab_beastly     	value = 50 }
					add_trait_xp = { trait = beauty_bad_1 track = abomab_repulsive     value = 5 }
					add_trait_xp = { trait = beauty_bad_1 track = abomab_ungainly   		value = 5 }
				}
			}
		}
		else_if = { limit = { has_trait = beauty_bad_2 }
			random_list = {
				
				#25/50/50
				10 = {
					add_trait_xp = { trait = beauty_bad_2 track = abomab_beastly     	value = 25 }
					add_trait_xp = { trait = beauty_bad_2 track = abomab_repulsive     value = 50 }
					add_trait_xp = { trait = beauty_bad_2 track = abomab_ungainly   		value = 50 }
				}
				10 = {
					add_trait_xp = { trait = beauty_bad_2 track = abomab_beastly     	value = 50 }
					add_trait_xp = { trait = beauty_bad_2 track = abomab_repulsive     value = 25 }
					add_trait_xp = { trait = beauty_bad_2 track = abomab_ungainly   		value = 50 }
				}
				10 = {
					add_trait_xp = { trait = beauty_bad_2 track = abomab_beastly     	value = 50 }
					add_trait_xp = { trait = beauty_bad_2 track = abomab_repulsive     value = 50 }
					add_trait_xp = { trait = beauty_bad_2 track = abomab_ungainly   		value = 25 }
				}
				
				#25/25/75
				10 = {
					add_trait_xp = { trait = beauty_bad_2 track = abomab_beastly     	value = 25 }
					add_trait_xp = { trait = beauty_bad_2 track = abomab_repulsive     value = 25 }
					add_trait_xp = { trait = beauty_bad_2 track = abomab_ungainly   		value = 75 }
				}
				10 = {
					add_trait_xp = { trait = beauty_bad_2 track = abomab_beastly     	value = 25 }
					add_trait_xp = { trait = beauty_bad_2 track = abomab_repulsive     value = 75 }
					add_trait_xp = { trait = beauty_bad_2 track = abomab_ungainly   		value = 25 }
				}
				10 = {
					add_trait_xp = { trait = beauty_bad_2 track = abomab_beastly     	value = 75 }
					add_trait_xp = { trait = beauty_bad_2 track = abomab_repulsive     value = 25 }
					add_trait_xp = { trait = beauty_bad_2 track = abomab_ungainly   		value = 25 }
				}
				
				#5/50/75
				10 = {
					add_trait_xp = { trait = beauty_bad_2 track = abomab_beastly     	value = 5 }
					add_trait_xp = { trait = beauty_bad_2 track = abomab_repulsive     value = 50 }
					add_trait_xp = { trait = beauty_bad_2 track = abomab_ungainly   		value = 75 }
				}
				10 = {
					add_trait_xp = { trait = beauty_bad_2 track = abomab_beastly     	value = 50 }
					add_trait_xp = { trait = beauty_bad_2 track = abomab_repulsive     value = 5 }
					add_trait_xp = { trait = beauty_bad_2 track = abomab_ungainly   		value = 75 }
				}
				10 = {
					add_trait_xp = { trait = beauty_bad_2 track = abomab_beastly     	value = 5 }
					add_trait_xp = { trait = beauty_bad_2 track = abomab_repulsive     value = 75 }
					add_trait_xp = { trait = beauty_bad_2 track = abomab_ungainly   		value = 50 }
				}
				10 = {
					add_trait_xp = { trait = beauty_bad_2 track = abomab_beastly     	value = 50 }
					add_trait_xp = { trait = beauty_bad_2 track = abomab_repulsive     value = 75 }
					add_trait_xp = { trait = beauty_bad_2 track = abomab_ungainly   		value = 5 }
				}
				10 = {
					add_trait_xp = { trait = beauty_bad_2 track = abomab_beastly     	value = 75 }
					add_trait_xp = { trait = beauty_bad_2 track = abomab_repulsive     value = 50 }
					add_trait_xp = { trait = beauty_bad_2 track = abomab_ungainly   		value = 5 }
				}
				10 = {
					add_trait_xp = { trait = beauty_bad_2 track = abomab_beastly     	value = 75 }
					add_trait_xp = { trait = beauty_bad_2 track = abomab_repulsive     value = 5 }
					add_trait_xp = { trait = beauty_bad_2 track = abomab_ungainly   		value = 50 }
				}
			}
		}
		else_if = { limit = { has_trait = beauty_bad_3 }
			random_list = {
				
				#25/75/75
				10 = {
					add_trait_xp = { trait = beauty_bad_3 track = abomab_beastly     	value = 50 }
					add_trait_xp = { trait = beauty_bad_3 track = abomab_repulsive     value = 75 }
					add_trait_xp = { trait = beauty_bad_3 track = abomab_ungainly   		value = 75 }
				}
				10 = {
					add_trait_xp = { trait = beauty_bad_3 track = abomab_beastly     	value = 75 }
					add_trait_xp = { trait = beauty_bad_3 track = abomab_repulsive     value = 50 }
					add_trait_xp = { trait = beauty_bad_3 track = abomab_ungainly   		value = 75 }
				}
				10 = {
					add_trait_xp = { trait = beauty_bad_3 track = abomab_beastly     	value = 75 }
					add_trait_xp = { trait = beauty_bad_3 track = abomab_repulsive     value = 75 }
					add_trait_xp = { trait = beauty_bad_3 track = abomab_ungainly   		value = 50 }
				}
				
				#50/50/100
				10 = {
					add_trait_xp = { trait = beauty_bad_3 track = abomab_beastly     	value = 50 }
					add_trait_xp = { trait = beauty_bad_3 track = abomab_repulsive     value = 50 }
					add_trait_xp = { trait = beauty_bad_3 track = abomab_ungainly   		value = 100 }
				}
				10 = {
					add_trait_xp = { trait = beauty_bad_3 track = abomab_beastly     	value = 50 }
					add_trait_xp = { trait = beauty_bad_3 track = abomab_repulsive     value = 100 }
					add_trait_xp = { trait = beauty_bad_3 track = abomab_ungainly   		value = 50 }
				}
				10 = {
					add_trait_xp = { trait = beauty_bad_3 track = abomab_beastly     	value = 100 }
					add_trait_xp = { trait = beauty_bad_3 track = abomab_repulsive     value = 50 }
					add_trait_xp = { trait = beauty_bad_3 track = abomab_ungainly   		value = 50 }
				}
				
				#25/75/100
				10 = {
					add_trait_xp = { trait = beauty_bad_3 track = abomab_beastly     	value = 100 }
					add_trait_xp = { trait = beauty_bad_3 track = abomab_repulsive     value = 75 }
					add_trait_xp = { trait = beauty_bad_3 track = abomab_ungainly   		value = 25 }
				}
				10 = {
					add_trait_xp = { trait = beauty_bad_3 track = abomab_beastly     	value = 100 }
					add_trait_xp = { trait = beauty_bad_3 track = abomab_repulsive     value = 25 }
					add_trait_xp = { trait = beauty_bad_3 track = abomab_ungainly   		value = 75 }
				}
				10 = {
					add_trait_xp = { trait = beauty_bad_3 track = abomab_beastly     	value = 25 }
					add_trait_xp = { trait = beauty_bad_3 track = abomab_repulsive     value = 100 }
					add_trait_xp = { trait = beauty_bad_3 track = abomab_ungainly   		value = 75 }
				}
				10 = {
					add_trait_xp = { trait = beauty_bad_3 track = abomab_beastly     	value = 75 }
					add_trait_xp = { trait = beauty_bad_3 track = abomab_repulsive     value = 100 }
					add_trait_xp = { trait = beauty_bad_3 track = abomab_ungainly   		value = 25 }
				}
				10 = {
					add_trait_xp = { trait = beauty_bad_3 track = abomab_beastly     	value = 25 }
					add_trait_xp = { trait = beauty_bad_3 track = abomab_repulsive     value = 75 }
					add_trait_xp = { trait = beauty_bad_3 track = abomab_ungainly   		value = 100 }
				}
				10 = {
					add_trait_xp = { trait = beauty_bad_3 track = abomab_beastly     	value = 75 }
					add_trait_xp = { trait = beauty_bad_3 track = abomab_repulsive     value = 25 }
					add_trait_xp = { trait = beauty_bad_3 track = abomab_ungainly   		value = 100 }
				}
			}
		}
		
		#Now make the XP tracks look a little interesting without actually adding any mechanical benefits
		add_trait_xp = { trait = beauty_bad_1 track = abomab_beastly     value = { integer_range = { min = 5 max = 15 } } }
		add_trait_xp = { trait = beauty_bad_1 track = abomab_repulsive value = { integer_range = { min = 5 max = 15 } } }
		add_trait_xp = { trait = beauty_bad_1 track = abomab_ungainly    value = { integer_range = { min = 5 max = 15 } } }
		
		add_trait_xp = { trait = beauty_bad_2 track = abomab_beastly     value = { integer_range = { min = 5 max = 20 } } }
		add_trait_xp = { trait = beauty_bad_2 track = abomab_repulsive value = { integer_range = { min = 5 max = 20 } } }
		add_trait_xp = { trait = beauty_bad_2 track = abomab_ungainly    value = { integer_range = { min = 5 max = 20 } } }
		
		add_trait_xp = { trait = beauty_bad_3 track = abomab_beastly     value = { integer_range = { min = 5 max = 20 } } }
		add_trait_xp = { trait = beauty_bad_3 track = abomab_repulsive value = { integer_range = { min = 5 max = 20 } } }
		add_trait_xp = { trait = beauty_bad_3 track = abomab_ungainly    value = { integer_range = { min = 5 max = 20 } } }
	}
}

abomab_add_intellect_xp_adult = {
	if = {
		limit = { has_trait = intellect_good }
		if = { limit = { has_trait = intellect_good_1 }
			random_list = {
				
				#5/25/25
				10 = {
					add_trait_xp = { trait = intellect_good_1 track = abomab_adaptability     	value = 5 }
					add_trait_xp = { trait = intellect_good_1 track = abomab_focus     			value = 25 }
					add_trait_xp = { trait = intellect_good_1 track = abomab_memory   			value = 25 }
					modifier = {
						OR = {
							abomab_higher_focus = yes
							abomab_higher_memory = yes
						}
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = intellect_good_1 track = abomab_adaptability     	value = 25 }
					add_trait_xp = { trait = intellect_good_1 track = abomab_focus     			value = 5 }
					add_trait_xp = { trait = intellect_good_1 track = abomab_memory   			value = 25 }
					modifier = {
						OR = {
							abomab_higher_adaptability = yes
							abomab_higher_memory = yes
						}
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = intellect_good_1 track = abomab_adaptability     	value = 5 }
					add_trait_xp = { trait = intellect_good_1 track = abomab_focus     			value = 25 }
					add_trait_xp = { trait = intellect_good_1 track = abomab_memory   			value = 25 }
					modifier = {
						OR = {
							abomab_higher_focus = yes
							abomab_higher_memory = yes
						}
						add = 15
					}
				}
				
				#5/5/50
				10 = {
					add_trait_xp = { trait = intellect_good_1 track = abomab_adaptability     	value = 50 }
					add_trait_xp = { trait = intellect_good_1 track = abomab_focus     			value = 5 }
					add_trait_xp = { trait = intellect_good_1 track = abomab_memory   			value = 5 }
					modifier = {
						abomab_higher_adaptability = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = intellect_good_1 track = abomab_adaptability     	value = 5 }
					add_trait_xp = { trait = intellect_good_1 track = abomab_focus     			value = 50 }
					add_trait_xp = { trait = intellect_good_1 track = abomab_memory   			value = 5 }
					modifier = {
						abomab_higher_focus = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = intellect_good_1 track = abomab_adaptability     	value = 5 }
					add_trait_xp = { trait = intellect_good_1 track = abomab_focus     			value = 5 }
					add_trait_xp = { trait = intellect_good_1 track = abomab_memory   			value = 50 }
					modifier = {
						abomab_higher_memory = yes
						add = 15
					}
				}
			}
		}
		else_if = { limit = { has_trait = intellect_good_2 }
			random_list = {
				
				#25/50/50
				10 = {
					add_trait_xp = { trait = intellect_good_2 track = abomab_adaptability     	value = 25 }
					add_trait_xp = { trait = intellect_good_2 track = abomab_focus    			value = 50 }
					add_trait_xp = { trait = intellect_good_2 track = abomab_memory   			value = 50 }
					modifier = {
						OR = {
							abomab_higher_focus = yes
							abomab_higher_memory = yes
						}
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = intellect_good_2 track = abomab_adaptability     	value = 50 }
					add_trait_xp = { trait = intellect_good_2 track = abomab_focus     			value = 25 }
					add_trait_xp = { trait = intellect_good_2 track = abomab_memory   			value = 50 }
					modifier = {
						OR = {
							abomab_higher_adaptability = yes
							abomab_higher_memory = yes
						}
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = intellect_good_2 track = abomab_adaptability     	value = 50 }
					add_trait_xp = { trait = intellect_good_2 track = abomab_focus     			value = 50 }
					add_trait_xp = { trait = intellect_good_2 track = abomab_memory   			value = 25 }
					modifier = {
						OR = {
							abomab_higher_adaptability = yes
							abomab_higher_focus = yes
						}
						add = 15
					}
				}
				
				#25/25/75
				10 = {
					add_trait_xp = { trait = intellect_good_2 track = abomab_adaptability     	value = 25 }
					add_trait_xp = { trait = intellect_good_2 track = abomab_focus     			value = 25 }
					add_trait_xp = { trait = intellect_good_2 track = abomab_memory   			value = 75 }
					modifier = {
						abomab_higher_memory = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = intellect_good_2 track = abomab_adaptability     	value = 25 }
					add_trait_xp = { trait = intellect_good_2 track = abomab_focus     			value = 75 }
					add_trait_xp = { trait = intellect_good_2 track = abomab_memory   			value = 25 }
					modifier = {
						abomab_higher_focus = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = intellect_good_2 track = abomab_adaptability     	value = 75 }
					add_trait_xp = { trait = intellect_good_2 track = abomab_focus     			value = 25 }
					add_trait_xp = { trait = intellect_good_2 track = abomab_memory   			value = 25 }
					modifier = {
						abomab_higher_adaptability = yes
						add = 15
					}
				}
				
				#5/50/75
				10 = {
					add_trait_xp = { trait = intellect_good_2 track = abomab_adaptability     	value = 5 }
					add_trait_xp = { trait = intellect_good_2 track = abomab_focus     			value = 50 }
					add_trait_xp = { trait = intellect_good_2 track = abomab_memory   			value = 75 }
					modifier = {
						abomab_higher_memory = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = intellect_good_2 track = abomab_adaptability     	value = 50 }
					add_trait_xp = { trait = intellect_good_2 track = abomab_focus     			value = 5 }
					add_trait_xp = { trait = intellect_good_2 track = abomab_memory   			value = 75 }
					modifier = {
						abomab_higher_memory = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = intellect_good_2 track = abomab_adaptability     	value = 75 }
					add_trait_xp = { trait = intellect_good_2 track = abomab_focus     			value = 50 }
					add_trait_xp = { trait = intellect_good_2 track = abomab_memory   			value = 5 }
					modifier = {
						abomab_higher_adaptability = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = intellect_good_2 track = abomab_adaptability     	value = 75 }
					add_trait_xp = { trait = intellect_good_2 track = abomab_focus     			value = 5 }
					add_trait_xp = { trait = intellect_good_2 track = abomab_memory   			value = 50 }
					modifier = {
						abomab_higher_adaptability = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = intellect_good_2 track = abomab_adaptability     	value = 5 }
					add_trait_xp = { trait = intellect_good_2 track = abomab_focus     			value = 75 }
					add_trait_xp = { trait = intellect_good_2 track = abomab_memory   			value = 50 }
					modifier = {
						abomab_higher_focus = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = intellect_good_2 track = abomab_adaptability     	value = 50 }
					add_trait_xp = { trait = intellect_good_2 track = abomab_focus     			value = 75 }
					add_trait_xp = { trait = intellect_good_2 track = abomab_memory   			value = 5 }
					modifier = {
						abomab_higher_focus = yes
						add = 15
					}
				}
			}
		}
		else_if = { limit = { has_trait = intellect_good_3 }
			random_list = {
				
				#50/75/75
				10 = {
					add_trait_xp = { trait = intellect_good_3 track = abomab_adaptability     	value = 50 }
					add_trait_xp = { trait = intellect_good_3 track = abomab_focus     			value = 75 }
					add_trait_xp = { trait = intellect_good_3 track = abomab_memory   			value = 75 }
					modifier = {
						OR = {
							abomab_higher_focus = yes
							abomab_higher_memory = yes
						}
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = intellect_good_3 track = abomab_adaptability     	value = 75 }
					add_trait_xp = { trait = intellect_good_3 track = abomab_focus     			value = 50 }
					add_trait_xp = { trait = intellect_good_3 track = abomab_memory   			value = 75 }
					modifier = {
						OR = {
							abomab_higher_adaptability = yes
							abomab_higher_memory = yes
						}
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = intellect_good_3 track = abomab_adaptability     	value = 75 }
					add_trait_xp = { trait = intellect_good_3 track = abomab_focus     			value = 75 }
					add_trait_xp = { trait = intellect_good_3 track = abomab_memory   			value = 50 }
					modifier = {
						OR = {
							abomab_higher_adaptability = yes
							abomab_higher_focus = yes
						}
						add = 15
					}
				}
				
				#50/50/100
				10 = {
					add_trait_xp = { trait = intellect_good_3 track = abomab_adaptability     	value = 50 }
					add_trait_xp = { trait = intellect_good_3 track = abomab_focus     			value = 50 }
					add_trait_xp = { trait = intellect_good_3 track = abomab_memory   			value = 100 }
					modifier = {
						abomab_higher_memory = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = intellect_good_3 track = abomab_adaptability     	value = 50 }
					add_trait_xp = { trait = intellect_good_3 track = abomab_focus     			value = 100 }
					add_trait_xp = { trait = intellect_good_3 track = abomab_memory   			value = 50 }
					modifier = {
						abomab_higher_focus = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = intellect_good_3 track = abomab_adaptability     	value = 100 }
					add_trait_xp = { trait = intellect_good_3 track = abomab_focus    		 	value = 50 }
					add_trait_xp = { trait = intellect_good_3 track = abomab_memory   			value = 50 }
					modifier = {
						abomab_higher_adaptability = yes
						add = 15
					}
				}
				
				#25/75/100
				10 = {
					add_trait_xp = { trait = intellect_good_3 track = abomab_adaptability     	value = 25 }
					add_trait_xp = { trait = intellect_good_3 track = abomab_focus     			value = 75 }
					add_trait_xp = { trait = intellect_good_3 track = abomab_memory   			value = 100 }
					modifier = {
						abomab_higher_memory = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = intellect_good_3 track = abomab_adaptability     	value = 75 }
					add_trait_xp = { trait = intellect_good_3 track = abomab_focus     			value = 25 }
					add_trait_xp = { trait = intellect_good_3 track = abomab_memory   			value = 100 }
					modifier = {
						abomab_higher_memory = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = intellect_good_3 track = abomab_adaptability     	value = 75 }
					add_trait_xp = { trait = intellect_good_3 track = abomab_focus    		 	value = 100 }
					add_trait_xp = { trait = intellect_good_3 track = abomab_memory   			value = 25 }
					modifier = {
						abomab_higher_focus = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = intellect_good_3 track = abomab_adaptability     	value = 25 }
					add_trait_xp = { trait = intellect_good_3 track = abomab_focus    		 	value = 100 }
					add_trait_xp = { trait = intellect_good_3 track = abomab_memory   			value = 75 }
					modifier = {
						abomab_higher_focus = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = intellect_good_3 track = abomab_adaptability     	value = 100 }
					add_trait_xp = { trait = intellect_good_3 track = abomab_focus    		 	value = 25 }
					add_trait_xp = { trait = intellect_good_3 track = abomab_memory   			value = 75 }
					modifier = {
						abomab_higher_adaptability = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = intellect_good_3 track = abomab_adaptability     	value = 100 }
					add_trait_xp = { trait = intellect_good_3 track = abomab_focus    		 	value = 75 }
					add_trait_xp = { trait = intellect_good_3 track = abomab_memory   			value = 25 }
					modifier = {
						abomab_higher_adaptability = yes
						add = 15
					}
				}
			}
		}
		
		#Now make the XP tracks look a little interesting without actually adding any mechanical benefits
		add_trait_xp = { trait = intellect_good_1 track = abomab_adaptability   value = { integer_range = { min = 5 max = 15 } } }
		add_trait_xp = { trait = intellect_good_1 track = abomab_focus 			value = { integer_range = { min = 5 max = 15 } } }
		add_trait_xp = { trait = intellect_good_1 track = abomab_memory    		value = { integer_range = { min = 5 max = 15 } } }
		
		add_trait_xp = { trait = intellect_good_2 track = abomab_adaptability   value = { integer_range = { min = 5 max = 20 } } }
		add_trait_xp = { trait = intellect_good_2 track = abomab_focus 			value = { integer_range = { min = 5 max = 20 } } }
		add_trait_xp = { trait = intellect_good_2 track = abomab_memory    		value = { integer_range = { min = 5 max = 20 } } }
		
		add_trait_xp = { trait = intellect_good_3 track = abomab_adaptability   value = { integer_range = { min = 5 max = 20 } } }
		add_trait_xp = { trait = intellect_good_3 track = abomab_focus 			value = { integer_range = { min = 5 max = 20 } } }
		add_trait_xp = { trait = intellect_good_3 track = abomab_memory    		value = { integer_range = { min = 5 max = 20 } } }
	}
	if = {
		limit = { has_trait = intellect_bad }

		if = { limit = { has_trait = intellect_bad_1 }
			random_list = {
				
				#5/25/25
				10 = {
					add_trait_xp = { trait = intellect_bad_1 track = abomab_absentminded     	value = 5 }
					add_trait_xp = { trait = intellect_bad_1 track = abomab_rigid     			value = 25 }
					add_trait_xp = { trait = intellect_bad_1 track = abomab_scattered   			value = 25 }
				}
				10 = {
					add_trait_xp = { trait = intellect_bad_1 track = abomab_absentminded     	value = 25 }
					add_trait_xp = { trait = intellect_bad_1 track = abomab_rigid     			value = 5 }
					add_trait_xp = { trait = intellect_bad_1 track = abomab_scattered   			value = 25 }
				}
				10 = {
					add_trait_xp = { trait = intellect_bad_1 track = abomab_absentminded     	value = 5 }
					add_trait_xp = { trait = intellect_bad_1 track = abomab_rigid     			value = 25 }
					add_trait_xp = { trait = intellect_bad_1 track = abomab_scattered   			value = 25 }
				}
				
				#5/5/50
				10 = {
					add_trait_xp = { trait = intellect_bad_1 track = abomab_absentminded     	value = 50 }
					add_trait_xp = { trait = intellect_bad_1 track = abomab_rigid     			value = 5 }
					add_trait_xp = { trait = intellect_bad_1 track = abomab_scattered   			value = 5 }
				}
				10 = {
					add_trait_xp = { trait = intellect_bad_1 track = abomab_absentminded     	value = 5 }
					add_trait_xp = { trait = intellect_bad_1 track = abomab_rigid     			value = 50 }
					add_trait_xp = { trait = intellect_bad_1 track = abomab_scattered   			value = 5 }
				}
				10 = {
					add_trait_xp = { trait = intellect_bad_1 track = abomab_absentminded     	value = 5 }
					add_trait_xp = { trait = intellect_bad_1 track = abomab_rigid     			value = 5 }
					add_trait_xp = { trait = intellect_bad_1 track = abomab_scattered   			value = 50 }
				}
			}
		}
		else_if = { limit = { has_trait = intellect_bad_2 }
			random_list = {
				
				#25/50/50
				10 = {
					add_trait_xp = { trait = intellect_bad_2 track = abomab_absentminded     	value = 25 }
					add_trait_xp = { trait = intellect_bad_2 track = abomab_rigid    			value = 50 }
					add_trait_xp = { trait = intellect_bad_2 track = abomab_scattered   			value = 50 }
				}
				10 = {
					add_trait_xp = { trait = intellect_bad_2 track = abomab_absentminded     	value = 50 }
					add_trait_xp = { trait = intellect_bad_2 track = abomab_rigid     			value = 25 }
					add_trait_xp = { trait = intellect_bad_2 track = abomab_scattered   			value = 50 }
				}
				10 = {
					add_trait_xp = { trait = intellect_bad_2 track = abomab_absentminded     	value = 50 }
					add_trait_xp = { trait = intellect_bad_2 track = abomab_rigid     			value = 50 }
					add_trait_xp = { trait = intellect_bad_2 track = abomab_scattered   			value = 25 }
				}
				
				#25/25/75
				10 = {
					add_trait_xp = { trait = intellect_bad_2 track = abomab_absentminded     	value = 25 }
					add_trait_xp = { trait = intellect_bad_2 track = abomab_rigid     			value = 25 }
					add_trait_xp = { trait = intellect_bad_2 track = abomab_scattered   			value = 75 }
				}
				10 = {
					add_trait_xp = { trait = intellect_bad_2 track = abomab_absentminded     	value = 25 }
					add_trait_xp = { trait = intellect_bad_2 track = abomab_rigid     			value = 75 }
					add_trait_xp = { trait = intellect_bad_2 track = abomab_scattered   			value = 25 }
				}
				10 = {
					add_trait_xp = { trait = intellect_bad_2 track = abomab_absentminded     	value = 75 }
					add_trait_xp = { trait = intellect_bad_2 track = abomab_rigid     			value = 25 }
					add_trait_xp = { trait = intellect_bad_2 track = abomab_scattered   			value = 25 }
				}
				
				#5/50/75
				10 = {
					add_trait_xp = { trait = intellect_bad_2 track = abomab_absentminded     	value = 5 }
					add_trait_xp = { trait = intellect_bad_2 track = abomab_rigid     			value = 50 }
					add_trait_xp = { trait = intellect_bad_2 track = abomab_scattered   			value = 75 }
				}
				10 = {
					add_trait_xp = { trait = intellect_bad_2 track = abomab_absentminded     	value = 50 }
					add_trait_xp = { trait = intellect_bad_2 track = abomab_rigid     			value = 5 }
					add_trait_xp = { trait = intellect_bad_2 track = abomab_scattered   			value = 75 }
				}
				10 = {
					add_trait_xp = { trait = intellect_bad_2 track = abomab_absentminded     	value = 75 }
					add_trait_xp = { trait = intellect_bad_2 track = abomab_rigid     			value = 50 }
					add_trait_xp = { trait = intellect_bad_2 track = abomab_scattered   			value = 5 }
				}
				10 = {
					add_trait_xp = { trait = intellect_bad_2 track = abomab_absentminded     	value = 75 }
					add_trait_xp = { trait = intellect_bad_2 track = abomab_rigid     			value = 5 }
					add_trait_xp = { trait = intellect_bad_2 track = abomab_scattered   			value = 50 }
				}
				10 = {
					add_trait_xp = { trait = intellect_bad_2 track = abomab_absentminded     	value = 5 }
					add_trait_xp = { trait = intellect_bad_2 track = abomab_rigid     			value = 75 }
					add_trait_xp = { trait = intellect_bad_2 track = abomab_scattered   			value = 50 }
				}
				10 = {
					add_trait_xp = { trait = intellect_bad_2 track = abomab_absentminded     	value = 50 }
					add_trait_xp = { trait = intellect_bad_2 track = abomab_rigid     			value = 75 }
					add_trait_xp = { trait = intellect_bad_2 track = abomab_scattered   			value = 5 }
				}
			}
		}
		else_if = { limit = { has_trait = intellect_bad_3 }
			random_list = {
				
				#50/75/75
				10 = {
					add_trait_xp = { trait = intellect_bad_3 track = abomab_absentminded     	value = 50 }
					add_trait_xp = { trait = intellect_bad_3 track = abomab_rigid     			value = 75 }
					add_trait_xp = { trait = intellect_bad_3 track = abomab_scattered   			value = 75 }
				}
				10 = {
					add_trait_xp = { trait = intellect_bad_3 track = abomab_absentminded     	value = 75 }
					add_trait_xp = { trait = intellect_bad_3 track = abomab_rigid     			value = 50 }
					add_trait_xp = { trait = intellect_bad_3 track = abomab_scattered   			value = 75 }
				}
				10 = {
					add_trait_xp = { trait = intellect_bad_3 track = abomab_absentminded     	value = 75 }
					add_trait_xp = { trait = intellect_bad_3 track = abomab_rigid     			value = 75 }
					add_trait_xp = { trait = intellect_bad_3 track = abomab_scattered   			value = 50 }
				}
				
				#50/50/100
				10 = {
					add_trait_xp = { trait = intellect_bad_3 track = abomab_absentminded     	value = 50 }
					add_trait_xp = { trait = intellect_bad_3 track = abomab_rigid     			value = 50 }
					add_trait_xp = { trait = intellect_bad_3 track = abomab_scattered   			value = 100 }
				}
				10 = {
					add_trait_xp = { trait = intellect_bad_3 track = abomab_absentminded     	value = 50 }
					add_trait_xp = { trait = intellect_bad_3 track = abomab_rigid     			value = 100 }
					add_trait_xp = { trait = intellect_bad_3 track = abomab_scattered   			value = 50 }
				}
				10 = {
					add_trait_xp = { trait = intellect_bad_3 track = abomab_absentminded     	value = 100 }
					add_trait_xp = { trait = intellect_bad_3 track = abomab_rigid    		 	value = 50 }
					add_trait_xp = { trait = intellect_bad_3 track = abomab_scattered   			value = 50 }
				}
				
				#25/75/100
				10 = {
					add_trait_xp = { trait = intellect_bad_3 track = abomab_absentminded     	value = 25 }
					add_trait_xp = { trait = intellect_bad_3 track = abomab_rigid     			value = 75 }
					add_trait_xp = { trait = intellect_bad_3 track = abomab_scattered   			value = 100 }
				}
				10 = {
					add_trait_xp = { trait = intellect_bad_3 track = abomab_absentminded     	value = 75 }
					add_trait_xp = { trait = intellect_bad_3 track = abomab_rigid     			value = 25 }
					add_trait_xp = { trait = intellect_bad_3 track = abomab_scattered   			value = 100 }
				}
				10 = {
					add_trait_xp = { trait = intellect_bad_3 track = abomab_absentminded     	value = 75 }
					add_trait_xp = { trait = intellect_bad_3 track = abomab_rigid    		 	value = 100 }
					add_trait_xp = { trait = intellect_bad_3 track = abomab_scattered   			value = 25 }
				}
				10 = {
					add_trait_xp = { trait = intellect_bad_3 track = abomab_absentminded     	value = 25 }
					add_trait_xp = { trait = intellect_bad_3 track = abomab_rigid    		 	value = 100 }
					add_trait_xp = { trait = intellect_bad_3 track = abomab_scattered   			value = 75 }
				}
				10 = {
					add_trait_xp = { trait = intellect_bad_3 track = abomab_absentminded     	value = 100 }
					add_trait_xp = { trait = intellect_bad_3 track = abomab_rigid    		 	value = 25 }
					add_trait_xp = { trait = intellect_bad_3 track = abomab_scattered   			value = 75 }
				}
				10 = {
					add_trait_xp = { trait = intellect_bad_3 track = abomab_absentminded     	value = 100 }
					add_trait_xp = { trait = intellect_bad_3 track = abomab_rigid    		 	value = 75 }
					add_trait_xp = { trait = intellect_bad_3 track = abomab_scattered   			value = 25 }
				}
			}
		}
		
		#Now make the XP tracks look a little interesting without actually adding any mechanical benefits
		add_trait_xp = { trait = intellect_bad_1 track = abomab_absentminded   value = { integer_range = { min = 5 max = 15 } } }
		add_trait_xp = { trait = intellect_bad_1 track = abomab_rigid 			value = { integer_range = { min = 5 max = 15 } } }
		add_trait_xp = { trait = intellect_bad_1 track = abomab_scattered    		value = { integer_range = { min = 5 max = 15 } } }
		
		add_trait_xp = { trait = intellect_bad_2 track = abomab_absentminded   value = { integer_range = { min = 5 max = 20 } } }
		add_trait_xp = { trait = intellect_bad_2 track = abomab_rigid 			value = { integer_range = { min = 5 max = 20 } } }
		add_trait_xp = { trait = intellect_bad_2 track = abomab_scattered    		value = { integer_range = { min = 5 max = 20 } } }
		
		add_trait_xp = { trait = intellect_bad_3 track = abomab_absentminded   value = { integer_range = { min = 5 max = 20 } } }
		add_trait_xp = { trait = intellect_bad_3 track = abomab_rigid 			value = { integer_range = { min = 5 max = 20 } } }
		add_trait_xp = { trait = intellect_bad_3 track = abomab_scattered    		value = { integer_range = { min = 5 max = 20 } } }
	}
}

abomab_add_physique_xp_adult = {
	if = {
		limit = { has_trait = physique_good }
		if = { limit = { has_trait = physique_good_1 }
			random_list = {
				
				#5/25/25
				10 = {
					add_trait_xp = { trait = physique_good_1 track = abomab_endurance     	value = 5 }
					add_trait_xp = { trait = physique_good_1 track = abomab_brawn     		value = 25 }
					add_trait_xp = { trait = physique_good_1 track = abomab_instincts   	value = 25 }
					modifier = {
						OR = {
							abomab_higher_brawn = yes
							abomab_higher_instincts = yes
						}
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = physique_good_1 track = abomab_endurance     	value = 25 }
					add_trait_xp = { trait = physique_good_1 track = abomab_brawn     		value = 5 }
					add_trait_xp = { trait = physique_good_1 track = abomab_instincts   	value = 25 }
					modifier = {
						OR = {
							abomab_higher_endurance = yes
							abomab_higher_instincts = yes
						}
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = physique_good_1 track = abomab_endurance     	value = 5 }
					add_trait_xp = { trait = physique_good_1 track = abomab_brawn     		value = 25 }
					add_trait_xp = { trait = physique_good_1 track = abomab_instincts   	value = 25 }
					modifier = {
						OR = {
							abomab_higher_brawn = yes
							abomab_higher_instincts = yes
						}
						add = 15
					}
				}
				
				#5/5/50
				10 = {
					add_trait_xp = { trait = physique_good_1 track = abomab_endurance     	value = 50 }
					add_trait_xp = { trait = physique_good_1 track = abomab_brawn     		value = 5 }
					add_trait_xp = { trait = physique_good_1 track = abomab_instincts   	value = 5 }
					modifier = {
						abomab_higher_endurance = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = physique_good_1 track = abomab_endurance     	value = 5 }
					add_trait_xp = { trait = physique_good_1 track = abomab_brawn     		value = 50 }
					add_trait_xp = { trait = physique_good_1 track = abomab_instincts   	value = 5 }
					modifier = {
						abomab_higher_brawn = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = physique_good_1 track = abomab_endurance     	value = 5 }
					add_trait_xp = { trait = physique_good_1 track = abomab_brawn     		value = 5 }
					add_trait_xp = { trait = physique_good_1 track = abomab_instincts   	value = 50 }
					modifier = {
						abomab_higher_instincts = yes
						add = 15
					}
				}
			}
		}
		else_if = { limit = { has_trait = physique_good_2 }
			random_list = {
				
				#25/50/50
				10 = {
					add_trait_xp = { trait = physique_good_2 track = abomab_endurance     	value = 25 }
					add_trait_xp = { trait = physique_good_2 track = abomab_brawn    		value = 50 }
					add_trait_xp = { trait = physique_good_2 track = abomab_instincts   	value = 50 }
					modifier = {
						OR = {
							abomab_higher_brawn = yes
							abomab_higher_instincts = yes
						}
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = physique_good_2 track = abomab_endurance     	value = 50 }
					add_trait_xp = { trait = physique_good_2 track = abomab_brawn     		value = 25 }
					add_trait_xp = { trait = physique_good_2 track = abomab_instincts   	value = 50 }
					modifier = {
						OR = {
							abomab_higher_endurance = yes
							abomab_higher_instincts = yes
						}
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = physique_good_2 track = abomab_endurance     	value = 50 }
					add_trait_xp = { trait = physique_good_2 track = abomab_brawn     		value = 50 }
					add_trait_xp = { trait = physique_good_2 track = abomab_instincts   	value = 25 }
					modifier = {
						OR = {
							abomab_higher_endurance = yes
							abomab_higher_brawn = yes
						}
						add = 15
					}
				}
				
				#25/25/75
				10 = {
					add_trait_xp = { trait = physique_good_2 track = abomab_endurance     	value = 25 }
					add_trait_xp = { trait = physique_good_2 track = abomab_brawn     		value = 25 }
					add_trait_xp = { trait = physique_good_2 track = abomab_instincts   	value = 75 }
					modifier = {
						abomab_higher_instincts = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = physique_good_2 track = abomab_endurance     	value = 25 }
					add_trait_xp = { trait = physique_good_2 track = abomab_brawn     		value = 75 }
					add_trait_xp = { trait = physique_good_2 track = abomab_instincts   	value = 25 }
					modifier = {
						abomab_higher_brawn = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = physique_good_2 track = abomab_endurance     	value = 75 }
					add_trait_xp = { trait = physique_good_2 track = abomab_brawn     		value = 25 }
					add_trait_xp = { trait = physique_good_2 track = abomab_instincts   	value = 25 }
					modifier = {
						abomab_higher_endurance = yes
						add = 15
					}
				}
				
				#5/50/75
				10 = {
					add_trait_xp = { trait = physique_good_2 track = abomab_endurance     	value = 5 }
					add_trait_xp = { trait = physique_good_2 track = abomab_brawn     		value = 50 }
					add_trait_xp = { trait = physique_good_2 track = abomab_instincts   	value = 75 }
					modifier = {
						abomab_higher_instincts = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = physique_good_2 track = abomab_endurance     	value = 50 }
					add_trait_xp = { trait = physique_good_2 track = abomab_brawn     		value = 5 }
					add_trait_xp = { trait = physique_good_2 track = abomab_instincts   	value = 75 }
					modifier = {
						abomab_higher_instincts = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = physique_good_2 track = abomab_endurance     	value = 75 }
					add_trait_xp = { trait = physique_good_2 track = abomab_brawn     		value = 50 }
					add_trait_xp = { trait = physique_good_2 track = abomab_instincts   	value = 5 }
					modifier = {
						abomab_higher_endurance = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = physique_good_2 track = abomab_endurance     	value = 75 }
					add_trait_xp = { trait = physique_good_2 track = abomab_brawn     		value = 5 }
					add_trait_xp = { trait = physique_good_2 track = abomab_instincts   	value = 50 }
					modifier = {
						abomab_higher_endurance = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = physique_good_2 track = abomab_endurance     	value = 5 }
					add_trait_xp = { trait = physique_good_2 track = abomab_brawn     		value = 75 }
					add_trait_xp = { trait = physique_good_2 track = abomab_instincts   	value = 50 }
					modifier = {
						abomab_higher_brawn = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = physique_good_2 track = abomab_endurance     	value = 50 }
					add_trait_xp = { trait = physique_good_2 track = abomab_brawn     		value = 75 }
					add_trait_xp = { trait = physique_good_2 track = abomab_instincts   	value = 5 }
					modifier = {
						abomab_higher_brawn = yes
						add = 15
					}
				}
			}
		}
		else_if = { limit = { has_trait = physique_good_3 }
			random_list = {
				
				#50/75/75
				10 = {
					add_trait_xp = { trait = physique_good_3 track = abomab_endurance     	value = 50 }
					add_trait_xp = { trait = physique_good_3 track = abomab_brawn     		value = 75 }
					add_trait_xp = { trait = physique_good_3 track = abomab_instincts   	value = 75 }
					modifier = {
						OR = {
							abomab_higher_brawn = yes
							abomab_higher_instincts = yes
						}
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = physique_good_3 track = abomab_endurance     	value = 75 }
					add_trait_xp = { trait = physique_good_3 track = abomab_brawn     		value = 50 }
					add_trait_xp = { trait = physique_good_3 track = abomab_instincts   	value = 75 }
					modifier = {
						OR = {
							abomab_higher_endurance = yes
							abomab_higher_instincts = yes
						}
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = physique_good_3 track = abomab_endurance     	value = 75 }
					add_trait_xp = { trait = physique_good_3 track = abomab_brawn     		value = 75 }
					add_trait_xp = { trait = physique_good_3 track = abomab_instincts   	value = 50 }
					modifier = {
						OR = {
							abomab_higher_endurance = yes
							abomab_higher_brawn = yes
						}
						add = 15
					}
				}
				
				#50/50/100
				10 = {
					add_trait_xp = { trait = physique_good_3 track = abomab_endurance     	value = 50 }
					add_trait_xp = { trait = physique_good_3 track = abomab_brawn     		value = 50 }
					add_trait_xp = { trait = physique_good_3 track = abomab_instincts   	value = 100 }
					modifier = {
						abomab_higher_instincts = yes
						add = 15
					}
					
				}
				10 = {
					add_trait_xp = { trait = physique_good_3 track = abomab_endurance     	value = 50 }
					add_trait_xp = { trait = physique_good_3 track = abomab_brawn     		value = 100 }
					add_trait_xp = { trait = physique_good_3 track = abomab_instincts   	value = 50 }
					modifier = {
						abomab_higher_brawn = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = physique_good_3 track = abomab_endurance     	value = 100 }
					add_trait_xp = { trait = physique_good_3 track = abomab_brawn    		value = 50 }
					add_trait_xp = { trait = physique_good_3 track = abomab_instincts   	value = 50 }
					modifier = {
						abomab_higher_endurance = yes
						add = 15
					}
				}
				
				#25/75/100
				10 = {
					add_trait_xp = { trait = physique_good_3 track = abomab_endurance     	value = 25 }
					add_trait_xp = { trait = physique_good_3 track = abomab_brawn     		value = 75 }
					add_trait_xp = { trait = physique_good_3 track = abomab_instincts   	value = 100 }
					modifier = {
						abomab_higher_instincts = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = physique_good_3 track = abomab_endurance     	value = 75 }
					add_trait_xp = { trait = physique_good_3 track = abomab_brawn     		value = 25 }
					add_trait_xp = { trait = physique_good_3 track = abomab_instincts   	value = 100 }
					modifier = {
						abomab_higher_instincts = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = physique_good_3 track = abomab_endurance     	value = 75 }
					add_trait_xp = { trait = physique_good_3 track = abomab_brawn    		value = 100 }
					add_trait_xp = { trait = physique_good_3 track = abomab_instincts   	value = 25 }
					modifier = {
						abomab_higher_brawn = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = physique_good_3 track = abomab_endurance     	value = 25 }
					add_trait_xp = { trait = physique_good_3 track = abomab_brawn    		value = 100 }
					add_trait_xp = { trait = physique_good_3 track = abomab_instincts   	value = 75 }
					modifier = {
						abomab_higher_brawn = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = physique_good_3 track = abomab_endurance     	value = 100 }
					add_trait_xp = { trait = physique_good_3 track = abomab_brawn    		value = 25 }
					add_trait_xp = { trait = physique_good_3 track = abomab_instincts   	value = 75 }
					modifier = {
						abomab_higher_endurance = yes
						add = 15
					}
				}
				10 = {
					add_trait_xp = { trait = physique_good_3 track = abomab_endurance     	value = 100 }
					add_trait_xp = { trait = physique_good_3 track = abomab_brawn    		value = 75 }
					add_trait_xp = { trait = physique_good_3 track = abomab_instincts   	value = 25 }
					modifier = {
						abomab_higher_endurance = yes
						add = 15
					}
				}
			}
		}
		
		#Now make the XP tracks look a little interesting without actually adding any mechanical benefits
		add_trait_xp = { trait = physique_good_1 track = abomab_endurance   value = { integer_range = { min = 5 max = 15 } } }
		add_trait_xp = { trait = physique_good_1 track = abomab_brawn 		value = { integer_range = { min = 5 max = 15 } } }
		add_trait_xp = { trait = physique_good_1 track = abomab_instincts   value = { integer_range = { min = 5 max = 15 } } }
		
		add_trait_xp = { trait = physique_good_2 track = abomab_endurance   value = { integer_range = { min = 5 max = 20 } } }
		add_trait_xp = { trait = physique_good_2 track = abomab_brawn 		value = { integer_range = { min = 5 max = 20 } } }
		add_trait_xp = { trait = physique_good_2 track = abomab_instincts   value = { integer_range = { min = 5 max = 20 } } }
		
		add_trait_xp = { trait = physique_good_3 track = abomab_endurance   value = { integer_range = { min = 5 max = 20 } } }
		add_trait_xp = { trait = physique_good_3 track = abomab_brawn 		value = { integer_range = { min = 5 max = 20 } } }
		add_trait_xp = { trait = physique_good_3 track = abomab_instincts   value = { integer_range = { min = 5 max = 20 } } }
	}
	if = {
		limit = { has_trait = physique_bad }
		if = { limit = { has_trait = physique_bad_1 }
			random_list = {
				
				#5/25/25
				10 = {
					add_trait_xp = { trait = physique_bad_1 track = abomab_brittle     	value = 5 }
					add_trait_xp = { trait = physique_bad_1 track = abomab_inept     		value = 25 }
					add_trait_xp = { trait = physique_bad_1 track = abomab_withered   	value = 25 }
				}
				10 = {
					add_trait_xp = { trait = physique_bad_1 track = abomab_brittle     	value = 25 }
					add_trait_xp = { trait = physique_bad_1 track = abomab_inept     		value = 5 }
					add_trait_xp = { trait = physique_bad_1 track = abomab_withered   	value = 25 }
				}
				10 = {
					add_trait_xp = { trait = physique_bad_1 track = abomab_brittle     	value = 5 }
					add_trait_xp = { trait = physique_bad_1 track = abomab_inept     		value = 25 }
					add_trait_xp = { trait = physique_bad_1 track = abomab_withered   	value = 25 }
				}
				
				#5/5/50
				10 = {
					add_trait_xp = { trait = physique_bad_1 track = abomab_brittle     	value = 50 }
					add_trait_xp = { trait = physique_bad_1 track = abomab_inept     		value = 5 }
					add_trait_xp = { trait = physique_bad_1 track = abomab_withered   	value = 5 }
				}
				10 = {
					add_trait_xp = { trait = physique_bad_1 track = abomab_brittle     	value = 5 }
					add_trait_xp = { trait = physique_bad_1 track = abomab_inept     		value = 50 }
					add_trait_xp = { trait = physique_bad_1 track = abomab_withered   	value = 5 }
				}
				10 = {
					add_trait_xp = { trait = physique_bad_1 track = abomab_brittle     	value = 5 }
					add_trait_xp = { trait = physique_bad_1 track = abomab_inept     		value = 5 }
					add_trait_xp = { trait = physique_bad_1 track = abomab_withered   	value = 50 }
				}
			}
		}
		else_if = { limit = { has_trait = physique_bad_2 }
			random_list = {
				
				#25/50/50
				10 = {
					add_trait_xp = { trait = physique_bad_2 track = abomab_brittle     	value = 25 }
					add_trait_xp = { trait = physique_bad_2 track = abomab_inept    		value = 50 }
					add_trait_xp = { trait = physique_bad_2 track = abomab_withered   	value = 50 }
				}
				10 = {
					add_trait_xp = { trait = physique_bad_2 track = abomab_brittle     	value = 50 }
					add_trait_xp = { trait = physique_bad_2 track = abomab_inept     		value = 25 }
					add_trait_xp = { trait = physique_bad_2 track = abomab_withered   	value = 50 }
				}
				10 = {
					add_trait_xp = { trait = physique_bad_2 track = abomab_brittle     	value = 50 }
					add_trait_xp = { trait = physique_bad_2 track = abomab_inept     		value = 50 }
					add_trait_xp = { trait = physique_bad_2 track = abomab_withered   	value = 25 }
				}
				
				#25/25/75
				10 = {
					add_trait_xp = { trait = physique_bad_2 track = abomab_brittle     	value = 25 }
					add_trait_xp = { trait = physique_bad_2 track = abomab_inept     		value = 25 }
					add_trait_xp = { trait = physique_bad_2 track = abomab_withered   	value = 75 }
				}
				10 = {
					add_trait_xp = { trait = physique_bad_2 track = abomab_brittle     	value = 25 }
					add_trait_xp = { trait = physique_bad_2 track = abomab_inept     		value = 75 }
					add_trait_xp = { trait = physique_bad_2 track = abomab_withered   	value = 25 }
				}
				10 = {
					add_trait_xp = { trait = physique_bad_2 track = abomab_brittle     	value = 75 }
					add_trait_xp = { trait = physique_bad_2 track = abomab_inept     		value = 25 }
					add_trait_xp = { trait = physique_bad_2 track = abomab_withered   	value = 25 }
				}
				
				#5/50/75
				10 = {
					add_trait_xp = { trait = physique_bad_2 track = abomab_brittle     	value = 5 }
					add_trait_xp = { trait = physique_bad_2 track = abomab_inept     		value = 50 }
					add_trait_xp = { trait = physique_bad_2 track = abomab_withered   	value = 75 }
				}
				10 = {
					add_trait_xp = { trait = physique_bad_2 track = abomab_brittle     	value = 50 }
					add_trait_xp = { trait = physique_bad_2 track = abomab_inept     		value = 5 }
					add_trait_xp = { trait = physique_bad_2 track = abomab_withered   	value = 75 }
				}
				10 = {
					add_trait_xp = { trait = physique_bad_2 track = abomab_brittle     	value = 75 }
					add_trait_xp = { trait = physique_bad_2 track = abomab_inept     		value = 50 }
					add_trait_xp = { trait = physique_bad_2 track = abomab_withered   	value = 5 }
				}
				10 = {
					add_trait_xp = { trait = physique_bad_2 track = abomab_brittle     	value = 75 }
					add_trait_xp = { trait = physique_bad_2 track = abomab_inept     		value = 5 }
					add_trait_xp = { trait = physique_bad_2 track = abomab_withered   	value = 50 }
				}
				10 = {
					add_trait_xp = { trait = physique_bad_2 track = abomab_brittle     	value = 5 }
					add_trait_xp = { trait = physique_bad_2 track = abomab_inept     		value = 75 }
					add_trait_xp = { trait = physique_bad_2 track = abomab_withered   	value = 50 }
				}
				10 = {
					add_trait_xp = { trait = physique_bad_2 track = abomab_brittle     	value = 50 }
					add_trait_xp = { trait = physique_bad_2 track = abomab_inept     		value = 75 }
					add_trait_xp = { trait = physique_bad_2 track = abomab_withered   	value = 5 }
				}
			}
		}
		else_if = { limit = { has_trait = physique_bad_3 }
			random_list = {
				
				#50/75/75
				10 = {
					add_trait_xp = { trait = physique_bad_3 track = abomab_brittle     	value = 50 }
					add_trait_xp = { trait = physique_bad_3 track = abomab_inept     		value = 75 }
					add_trait_xp = { trait = physique_bad_3 track = abomab_withered   	value = 75 }
				}
				10 = {
					add_trait_xp = { trait = physique_bad_3 track = abomab_brittle     	value = 75 }
					add_trait_xp = { trait = physique_bad_3 track = abomab_inept     		value = 50 }
					add_trait_xp = { trait = physique_bad_3 track = abomab_withered   	value = 75 }
				}
				10 = {
					add_trait_xp = { trait = physique_bad_3 track = abomab_brittle     	value = 75 }
					add_trait_xp = { trait = physique_bad_3 track = abomab_inept     		value = 75 }
					add_trait_xp = { trait = physique_bad_3 track = abomab_withered   	value = 50 }
				}
				
				#50/50/100
				10 = {
					add_trait_xp = { trait = physique_bad_3 track = abomab_brittle     	value = 50 }
					add_trait_xp = { trait = physique_bad_3 track = abomab_inept     		value = 50 }
					add_trait_xp = { trait = physique_bad_3 track = abomab_withered   	value = 100 }
				}
				10 = {
					add_trait_xp = { trait = physique_bad_3 track = abomab_brittle     	value = 50 }
					add_trait_xp = { trait = physique_bad_3 track = abomab_inept     		value = 100 }
					add_trait_xp = { trait = physique_bad_3 track = abomab_withered   	value = 50 }
				}
				10 = {
					add_trait_xp = { trait = physique_bad_3 track = abomab_brittle     	value = 100 }
					add_trait_xp = { trait = physique_bad_3 track = abomab_inept    		value = 50 }
					add_trait_xp = { trait = physique_bad_3 track = abomab_withered   	value = 50 }
				}
				
				#25/75/100
				10 = {
					add_trait_xp = { trait = physique_bad_3 track = abomab_brittle     	value = 25 }
					add_trait_xp = { trait = physique_bad_3 track = abomab_inept     		value = 75 }
					add_trait_xp = { trait = physique_bad_3 track = abomab_withered   	value = 100 }
				}
				10 = {
					add_trait_xp = { trait = physique_bad_3 track = abomab_brittle     	value = 75 }
					add_trait_xp = { trait = physique_bad_3 track = abomab_inept     		value = 25 }
					add_trait_xp = { trait = physique_bad_3 track = abomab_withered   	value = 100 }
				}
				10 = {
					add_trait_xp = { trait = physique_bad_3 track = abomab_brittle     	value = 75 }
					add_trait_xp = { trait = physique_bad_3 track = abomab_inept    		value = 100 }
					add_trait_xp = { trait = physique_bad_3 track = abomab_withered   	value = 25 }
				}
				10 = {
					add_trait_xp = { trait = physique_bad_3 track = abomab_brittle     	value = 25 }
					add_trait_xp = { trait = physique_bad_3 track = abomab_inept    		value = 100 }
					add_trait_xp = { trait = physique_bad_3 track = abomab_withered   	value = 75 }
				}
				10 = {
					add_trait_xp = { trait = physique_bad_3 track = abomab_brittle     	value = 100 }
					add_trait_xp = { trait = physique_bad_3 track = abomab_inept    		value = 25 }
					add_trait_xp = { trait = physique_bad_3 track = abomab_withered   	value = 75 }
				}
				10 = {
					add_trait_xp = { trait = physique_bad_3 track = abomab_brittle     	value = 100 }
					add_trait_xp = { trait = physique_bad_3 track = abomab_inept    		value = 75 }
					add_trait_xp = { trait = physique_bad_3 track = abomab_withered   	value = 25 }
				}
			}
		}
		
		#Now make the XP tracks look a little interesting without actually adding any mechanical benefits
		add_trait_xp = { trait = physique_bad_1 track = abomab_brittle   value = { integer_range = { min = 5 max = 15 } } }
		add_trait_xp = { trait = physique_bad_1 track = abomab_inept 		value = { integer_range = { min = 5 max = 15 } } }
		add_trait_xp = { trait = physique_bad_1 track = abomab_withered   value = { integer_range = { min = 5 max = 15 } } }
		
		add_trait_xp = { trait = physique_bad_2 track = abomab_brittle   value = { integer_range = { min = 5 max = 20 } } }
		add_trait_xp = { trait = physique_bad_2 track = abomab_inept 		value = { integer_range = { min = 5 max = 20 } } }
		add_trait_xp = { trait = physique_bad_2 track = abomab_withered   value = { integer_range = { min = 5 max = 20 } } }
		
		add_trait_xp = { trait = physique_bad_3 track = abomab_brittle   value = { integer_range = { min = 5 max = 20 } } }
		add_trait_xp = { trait = physique_bad_3 track = abomab_inept 		value = { integer_range = { min = 5 max = 20 } } }
		add_trait_xp = { trait = physique_bad_3 track = abomab_withered   value = { integer_range = { min = 5 max = 20 } } }
	}
}

abomab_add_congenital_xp_adult = {
	if = {
		limit = { olympia_has_congenital_traits = yes }
		
		abomab_add_beauty_xp_adult = yes
		abomab_add_intellect_xp_adult = yes
		abomab_add_physique_xp_adult = yes
		add_character_flag = congenital_XP_added
	}
}

olympia_transfer_xp_beauty_bad_1_to_2 = {
    set_variable = { name = olympia_beastly_xp_temp value = 0 }
	set_variable = { name = olympia_repulsive_xp_temp value = 0 }
	set_variable = { name = olympia_ungainly_xp_temp value = 0 }

    ########################
    # 1. DRAIN OLD TRACKS
    ########################

    # Beastly
    clamp_variable = { name = olympia_beastly_xp_temp max = 0 min = 0 }   # hard-reset to 0
    while = {
        limit = {
            has_trait_xp = { trait = beauty_bad_1 track = abomab_beastly value > 0 }
        }
        change_variable = { name = olympia_beastly_xp_temp add = { value = 1 } }
        add_trait_xp = { trait = beauty_bad_1 track = abomab_beastly value = -1 }
    }

    # Repulsive
    clamp_variable = { name = olympia_repulsive_xp_temp max = 0 min = 0 }
    while = {
        limit = {
            has_trait_xp = { trait = beauty_bad_1 track = abomab_repulsive value > 0 }
        }
        change_variable = { name = olympia_repulsive_xp_temp add = { value = 1 } }
        add_trait_xp = { trait = beauty_bad_1 track = abomab_repulsive value = -1 }
    }

    # Ungainly
    clamp_variable = { name = olympia_ungainly_xp_temp max = 0 min = 0 }
    while = {
        limit = {
            has_trait_xp = { trait = beauty_bad_1 track = abomab_ungainly value > 0 }
        }
        change_variable = { name = olympia_ungainly_xp_temp add = { value = 1 } }
        add_trait_xp = { trait = beauty_bad_1 track = abomab_ungainly value = -1 }
    }
	
	remove_trait = beauty_bad_1
    add_trait    = beauty_bad_2

    ########################
    # 3. PUSH XP INTO NEW TRAIT
    ########################

    add_trait_xp = {
        trait = beauty_bad_2
        track = abomab_beastly
        value = var:olympia_beastly_xp_temp
    }
    add_trait_xp = {
        trait = beauty_bad_2
        track = abomab_repulsive
        value = var:olympia_repulsive_xp_temp
    }
    add_trait_xp = {
        trait = beauty_bad_2
        track = abomab_ungainly
        value = var:olympia_ungainly_xp_temp
    }

    # Optional: clean up temp vars
    remove_variable = olympia_beastly_xp_temp
	remove_variable = olympia_repulsive_xp_temp
	remove_variable = olympia_ungainly_xp_temp
}

olympia_transfer_xp_beauty_bad_2_to_3 = {
    set_variable = { name = olympia_beastly_xp_temp value = 0 }
	set_variable = { name = olympia_repulsive_xp_temp value = 0 }
	set_variable = { name = olympia_ungainly_xp_temp value = 0 }

    ########################
    # 1. DRAIN OLD TRACKS
    ########################

    # Beastly
    clamp_variable = { name = olympia_beastly_xp_temp max = 0 min = 0 }   # hard-reset to 0
    while = {
        limit = {
            has_trait_xp = { trait = beauty_bad_2 track = abomab_beastly value > 0 }
        }
        change_variable = { name = olympia_beastly_xp_temp add = { value = 1 } }
        add_trait_xp = { trait = beauty_bad_2 track = abomab_beastly value = -1 }
    }

    # Repulsive
    clamp_variable = { name = olympia_repulsive_xp_temp max = 0 min = 0 }
    while = {
        limit = {
            has_trait_xp = { trait = beauty_bad_2 track = abomab_repulsive value > 0 }
        }
        change_variable = { name = olympia_repulsive_xp_temp add = { value = 1 } }
        add_trait_xp = { trait = beauty_bad_2 track = abomab_repulsive value = -1 }
    }

    # Ungainly
    clamp_variable = { name = olympia_ungainly_xp_temp max = 0 min = 0 }
    while = {
        limit = {
            has_trait_xp = { trait = beauty_bad_2 track = abomab_ungainly value > 0 }
        }
        change_variable = { name = olympia_ungainly_xp_temp add = { value = 1 } }
        add_trait_xp = { trait = beauty_bad_2 track = abomab_ungainly value = -1 }
    }
	
	remove_trait = beauty_bad_2
    add_trait    = beauty_bad_3

    ########################
    # 3. PUSH XP INTO NEW TRAIT
    ########################

    add_trait_xp = {
        trait = beauty_bad_3
        track = abomab_beastly
        value = var:olympia_beastly_xp_temp
    }
    add_trait_xp = {
        trait = beauty_bad_3
        track = abomab_repulsive
        value = var:olympia_repulsive_xp_temp
    }
    add_trait_xp = {
        trait = beauty_bad_3
        track = abomab_ungainly
        value = var:olympia_ungainly_xp_temp
    }

    # Optional: clean up temp vars
    remove_variable = olympia_beastly_xp_temp
	remove_variable = olympia_repulsive_xp_temp
	remove_variable = olympia_ungainly_xp_temp
}

#############################################
# BEAUTY (GOOD) 1 → 2 → 3
#############################################

olympia_transfer_xp_beauty_good_1_to_2 = {
	set_variable = { name = olympia_grace_xp_temp     value = 0 }
	set_variable = { name = olympia_magnetism_xp_temp value = 0 }
	set_variable = { name = olympia_visage_xp_temp    value = 0 }

	########################
	# 1. DRAIN OLD TRACKS
	########################

	# Grace
	clamp_variable = { name = olympia_grace_xp_temp max = 0 min = 0 }
	while = {
		limit = {
			has_trait_xp = { trait = beauty_good_1 track = abomab_grace value > 0 }
		}
		change_variable = { name = olympia_grace_xp_temp add = { value = 1 } }
		add_trait_xp    = { trait = beauty_good_1 track = abomab_grace value = -1 }
	}

	# Magnetism
	clamp_variable = { name = olympia_magnetism_xp_temp max = 0 min = 0 }
	while = {
		limit = {
			has_trait_xp = { trait = beauty_good_1 track = abomab_magnetism value > 0 }
		}
		change_variable = { name = olympia_magnetism_xp_temp add = { value = 1 } }
		add_trait_xp    = { trait = beauty_good_1 track = abomab_magnetism value = -1 }
	}

	# Visage
	clamp_variable = { name = olympia_visage_xp_temp max = 0 min = 0 }
	while = {
		limit = {
			has_trait_xp = { trait = beauty_good_1 track = abomab_visage value > 0 }
		}
		change_variable = { name = olympia_visage_xp_temp add = { value = 1 } }
		add_trait_xp    = { trait = beauty_good_1 track = abomab_visage value = -1 }
	}

	remove_trait = beauty_good_1
	add_trait    = beauty_good_2

	########################
	# 3. PUSH XP INTO NEW TRAIT
	########################

	add_trait_xp = {
		trait = beauty_good_2
		track = abomab_grace
		value = var:olympia_grace_xp_temp
	}
	add_trait_xp = {
		trait = beauty_good_2
		track = abomab_magnetism
		value = var:olympia_magnetism_xp_temp
	}
	add_trait_xp = {
		trait = beauty_good_2
		track = abomab_visage
		value = var:olympia_visage_xp_temp
	}

	remove_variable = olympia_grace_xp_temp
	remove_variable = olympia_magnetism_xp_temp
	remove_variable = olympia_visage_xp_temp
}

olympia_transfer_xp_beauty_good_2_to_3 = {
	set_variable = { name = olympia_grace_xp_temp     value = 0 }
	set_variable = { name = olympia_magnetism_xp_temp value = 0 }
	set_variable = { name = olympia_visage_xp_temp    value = 0 }

	########################
	# 1. DRAIN OLD TRACKS
	########################

	# Grace
	clamp_variable = { name = olympia_grace_xp_temp max = 0 min = 0 }
	while = {
		limit = {
			has_trait_xp = { trait = beauty_good_2 track = abomab_grace value > 0 }
		}
		change_variable = { name = olympia_grace_xp_temp add = { value = 1 } }
		add_trait_xp    = { trait = beauty_good_2 track = abomab_grace value = -1 }
	}

	# Magnetism
	clamp_variable = { name = olympia_magnetism_xp_temp max = 0 min = 0 }
	while = {
		limit = {
			has_trait_xp = { trait = beauty_good_2 track = abomab_magnetism value > 0 }
		}
		change_variable = { name = olympia_magnetism_xp_temp add = { value = 1 } }
		add_trait_xp    = { trait = beauty_good_2 track = abomab_magnetism value = -1 }
	}

	# Visage
	clamp_variable = { name = olympia_visage_xp_temp max = 0 min = 0 }
	while = {
		limit = {
			has_trait_xp = { trait = beauty_good_2 track = abomab_visage value > 0 }
		}
		change_variable = { name = olympia_visage_xp_temp add = { value = 1 } }
		add_trait_xp    = { trait = beauty_good_2 track = abomab_visage value = -1 }
	}

	remove_trait = beauty_good_2
	add_trait    = beauty_good_3

	########################
	# 3. PUSH XP INTO NEW TRAIT
	########################

	add_trait_xp = {
		trait = beauty_good_3
		track = abomab_grace
		value = var:olympia_grace_xp_temp
	}
	add_trait_xp = {
		trait = beauty_good_3
		track = abomab_magnetism
		value = var:olympia_magnetism_xp_temp
	}
	add_trait_xp = {
		trait = beauty_good_3
		track = abomab_visage
		value = var:olympia_visage_xp_temp
	}

	remove_variable = olympia_grace_xp_temp
	remove_variable = olympia_magnetism_xp_temp
	remove_variable = olympia_visage_xp_temp
}

#############################################
# INTELLECT (BAD) 1 → 2 → 3
#############################################

olympia_transfer_xp_intellect_bad_1_to_2 = {
	set_variable = { name = olympia_absentminded_xp_temp value = 0 }
	set_variable = { name = olympia_rigid_xp_temp        value = 0 }
	set_variable = { name = olympia_scattered_xp_temp    value = 0 }

	# Absentminded
	clamp_variable = { name = olympia_absentminded_xp_temp max = 0 min = 0 }
	while = {
		limit = {
			has_trait_xp = { trait = intellect_bad_1 track = abomab_absentminded value > 0 }
		}
		change_variable = { name = olympia_absentminded_xp_temp add = { value = 1 } }
		add_trait_xp    = { trait = intellect_bad_1 track = abomab_absentminded value = -1 }
	}

	# Rigid
	clamp_variable = { name = olympia_rigid_xp_temp max = 0 min = 0 }
	while = {
		limit = {
			has_trait_xp = { trait = intellect_bad_1 track = abomab_rigid value > 0 }
		}
		change_variable = { name = olympia_rigid_xp_temp add = { value = 1 } }
		add_trait_xp    = { trait = intellect_bad_1 track = abomab_rigid value = -1 }
	}

	# Scattered
	clamp_variable = { name = olympia_scattered_xp_temp max = 0 min = 0 }
	while = {
		limit = {
			has_trait_xp = { trait = intellect_bad_1 track = abomab_scattered value > 0 }
		}
		change_variable = { name = olympia_scattered_xp_temp add = { value = 1 } }
		add_trait_xp    = { trait = intellect_bad_1 track = abomab_scattered value = -1 }
	}

	remove_trait = intellect_bad_1
	add_trait    = intellect_bad_2

	add_trait_xp = {
		trait = intellect_bad_2
		track = abomab_absentminded
		value = var:olympia_absentminded_xp_temp
	}
	add_trait_xp = {
		trait = intellect_bad_2
		track = abomab_rigid
		value = var:olympia_rigid_xp_temp
	}
	add_trait_xp = {
		trait = intellect_bad_2
		track = abomab_scattered
		value = var:olympia_scattered_xp_temp
	}

	remove_variable = olympia_absentminded_xp_temp
	remove_variable = olympia_rigid_xp_temp
	remove_variable = olympia_scattered_xp_temp
}

olympia_transfer_xp_intellect_bad_2_to_3 = {
	set_variable = { name = olympia_absentminded_xp_temp value = 0 }
	set_variable = { name = olympia_rigid_xp_temp        value = 0 }
	set_variable = { name = olympia_scattered_xp_temp    value = 0 }

	# Absentminded
	clamp_variable = { name = olympia_absentminded_xp_temp max = 0 min = 0 }
	while = {
		limit = {
			has_trait_xp = { trait = intellect_bad_2 track = abomab_absentminded value > 0 }
		}
		change_variable = { name = olympia_absentminded_xp_temp add = { value = 1 } }
		add_trait_xp    = { trait = intellect_bad_2 track = abomab_absentminded value = -1 }
	}

	# Rigid
	clamp_variable = { name = olympia_rigid_xp_temp max = 0 min = 0 }
	while = {
		limit = {
			has_trait_xp = { trait = intellect_bad_2 track = abomab_rigid value > 0 }
		}
		change_variable = { name = olympia_rigid_xp_temp add = { value = 1 } }
		add_trait_xp    = { trait = intellect_bad_2 track = abomab_rigid value = -1 }
	}

	# Scattered
	clamp_variable = { name = olympia_scattered_xp_temp max = 0 min = 0 }
	while = {
		limit = {
			has_trait_xp = { trait = intellect_bad_2 track = abomab_scattered value > 0 }
		}
		change_variable = { name = olympia_scattered_xp_temp add = { value = 1 } }
		add_trait_xp    = { trait = intellect_bad_2 track = abomab_scattered value = -1 }
	}

	remove_trait = intellect_bad_2
	add_trait    = intellect_bad_3

	add_trait_xp = {
		trait = intellect_bad_3
		track = abomab_absentminded
		value = var:olympia_absentminded_xp_temp
	}
	add_trait_xp = {
		trait = intellect_bad_3
		track = abomab_rigid
		value = var:olympia_rigid_xp_temp
	}
	add_trait_xp = {
		trait = intellect_bad_3
		track = abomab_scattered
		value = var:olympia_scattered_xp_temp
	}

	remove_variable = olympia_absentminded_xp_temp
	remove_variable = olympia_rigid_xp_temp
	remove_variable = olympia_scattered_xp_temp
}

#############################################
# INTELLECT (GOOD) 1 → 2 → 3
#############################################

olympia_transfer_xp_intellect_good_1_to_2 = {
	set_variable = { name = olympia_adaptability_xp_temp value = 0 }
	set_variable = { name = olympia_focus_xp_temp        value = 0 }
	set_variable = { name = olympia_memory_xp_temp       value = 0 }

	# Adaptability
	clamp_variable = { name = olympia_adaptability_xp_temp max = 0 min = 0 }
	while = {
		limit = {
			has_trait_xp = { trait = intellect_good_1 track = abomab_adaptability value > 0 }
		}
		change_variable = { name = olympia_adaptability_xp_temp add = { value = 1 } }
		add_trait_xp    = { trait = intellect_good_1 track = abomab_adaptability value = -1 }
	}

	# Focus
	clamp_variable = { name = olympia_focus_xp_temp max = 0 min = 0 }
	while = {
		limit = {
			has_trait_xp = { trait = intellect_good_1 track = abomab_focus value > 0 }
		}
		change_variable = { name = olympia_focus_xp_temp add = { value = 1 } }
		add_trait_xp    = { trait = intellect_good_1 track = abomab_focus value = -1 }
	}

	# Memory
	clamp_variable = { name = olympia_memory_xp_temp max = 0 min = 0 }
	while = {
		limit = {
			has_trait_xp = { trait = intellect_good_1 track = abomab_memory value > 0 }
		}
		change_variable = { name = olympia_memory_xp_temp add = { value = 1 } }
		add_trait_xp    = { trait = intellect_good_1 track = abomab_memory value = -1 }
	}

	remove_trait = intellect_good_1
	add_trait    = intellect_good_2

	add_trait_xp = {
		trait = intellect_good_2
		track = abomab_adaptability
		value = var:olympia_adaptability_xp_temp
	}
	add_trait_xp = {
		trait = intellect_good_2
		track = abomab_focus
		value = var:olympia_focus_xp_temp
	}
	add_trait_xp = {
		trait = intellect_good_2
		track = abomab_memory
		value = var:olympia_memory_xp_temp
	}

	remove_variable = olympia_adaptability_xp_temp
	remove_variable = olympia_focus_xp_temp
	remove_variable = olympia_memory_xp_temp
}

olympia_transfer_xp_intellect_good_2_to_3 = {
	set_variable = { name = olympia_adaptability_xp_temp value = 0 }
	set_variable = { name = olympia_focus_xp_temp        value = 0 }
	set_variable = { name = olympia_memory_xp_temp       value = 0 }

	# Adaptability
	clamp_variable = { name = olympia_adaptability_xp_temp max = 0 min = 0 }
	while = {
		limit = {
			has_trait_xp = { trait = intellect_good_2 track = abomab_adaptability value > 0 }
		}
		change_variable = { name = olympia_adaptability_xp_temp add = { value = 1 } }
		add_trait_xp    = { trait = intellect_good_2 track = abomab_adaptability value = -1 }
	}

	# Focus
	clamp_variable = { name = olympia_focus_xp_temp max = 0 min = 0 }
	while = {
		limit = {
			has_trait_xp = { trait = intellect_good_2 track = abomab_focus value > 0 }
		}
		change_variable = { name = olympia_focus_xp_temp add = { value = 1 } }
		add_trait_xp    = { trait = intellect_good_2 track = abomab_focus value = -1 }
	}

	# Memory
	clamp_variable = { name = olympia_memory_xp_temp max = 0 min = 0 }
	while = {
		limit = {
			has_trait_xp = { trait = intellect_good_2 track = abomab_memory value > 0 }
		}
		change_variable = { name = olympia_memory_xp_temp add = { value = 1 } }
		add_trait_xp    = { trait = intellect_good_2 track = abomab_memory value = -1 }
	}

	remove_trait = intellect_good_2
	add_trait    = intellect_good_3

	add_trait_xp = {
		trait = intellect_good_3
		track = abomab_adaptability
		value = var:olympia_adaptability_xp_temp
	}
	add_trait_xp = {
		trait = intellect_good_3
		track = abomab_focus
		value = var:olympia_focus_xp_temp
	}
	add_trait_xp = {
		trait = intellect_good_3
		track = abomab_memory
		value = var:olympia_memory_xp_temp
	}

	remove_variable = olympia_adaptability_xp_temp
	remove_variable = olympia_focus_xp_temp
	remove_variable = olympia_memory_xp_temp
}

#############################################
# PHYSIQUE (BAD) 1 → 2 → 3
#############################################

olympia_transfer_xp_physique_bad_1_to_2 = {
	set_variable = { name = olympia_brittle_xp_temp  value = 0 }
	set_variable = { name = olympia_inept_xp_temp    value = 0 }
	set_variable = { name = olympia_withered_xp_temp value = 0 }

	# Brittle
	clamp_variable = { name = olympia_brittle_xp_temp max = 0 min = 0 }
	while = {
		limit = {
			has_trait_xp = { trait = physique_bad_1 track = abomab_brittle value > 0 }
		}
		change_variable = { name = olympia_brittle_xp_temp add = { value = 1 } }
		add_trait_xp    = { trait = physique_bad_1 track = abomab_brittle value = -1 }
	}

	# Inept
	clamp_variable = { name = olympia_inept_xp_temp max = 0 min = 0 }
	while = {
		limit = {
			has_trait_xp = { trait = physique_bad_1 track = abomab_inept value > 0 }
		}
		change_variable = { name = olympia_inept_xp_temp add = { value = 1 } }
		add_trait_xp    = { trait = physique_bad_1 track = abomab_inept value = -1 }
	}

	# Withered
	clamp_variable = { name = olympia_withered_xp_temp max = 0 min = 0 }
	while = {
		limit = {
			has_trait_xp = { trait = physique_bad_1 track = abomab_withered value > 0 }
		}
		change_variable = { name = olympia_withered_xp_temp add = { value = 1 } }
		add_trait_xp    = { trait = physique_bad_1 track = abomab_withered value = -1 }
	}

	remove_trait = physique_bad_1
	add_trait    = physique_bad_2

	add_trait_xp = {
		trait = physique_bad_2
		track = abomab_brittle
		value = var:olympia_brittle_xp_temp
	}
	add_trait_xp = {
		trait = physique_bad_2
		track = abomab_inept
		value = var:olympia_inept_xp_temp
	}
	add_trait_xp = {
		trait = physique_bad_2
		track = abomab_withered
		value = var:olympia_withered_xp_temp
	}

	remove_variable = olympia_brittle_xp_temp
	remove_variable = olympia_inept_xp_temp
	remove_variable = olympia_withered_xp_temp
}

olympia_transfer_xp_physique_bad_2_to_3 = {
	set_variable = { name = olympia_brittle_xp_temp  value = 0 }
	set_variable = { name = olympia_inept_xp_temp    value = 0 }
	set_variable = { name = olympia_withered_xp_temp value = 0 }

	# Brittle
	clamp_variable = { name = olympia_brittle_xp_temp max = 0 min = 0 }
	while = {
		limit = {
			has_trait_xp = { trait = physique_bad_2 track = abomab_brittle value > 0 }
		}
		change_variable = { name = olympia_brittle_xp_temp add = { value = 1 } }
		add_trait_xp    = { trait = physique_bad_2 track = abomab_brittle value = -1 }
	}

	# Inept
	clamp_variable = { name = olympia_inept_xp_temp max = 0 min = 0 }
	while = {
		limit = {
			has_trait_xp = { trait = physique_bad_2 track = abomab_inept value > 0 }
		}
		change_variable = { name = olympia_inept_xp_temp add = { value = 1 } }
		add_trait_xp    = { trait = physique_bad_2 track = abomab_inept value = -1 }
	}

	# Withered
	clamp_variable = { name = olympia_withered_xp_temp max = 0 min = 0 }
	while = {
		limit = {
			has_trait_xp = { trait = physique_bad_2 track = abomab_withered value > 0 }
		}
		change_variable = { name = olympia_withered_xp_temp add = { value = 1 } }
		add_trait_xp    = { trait = physique_bad_2 track = abomab_withered value = -1 }
	}

	remove_trait = physique_bad_2
	add_trait    = physique_bad_3

	add_trait_xp = {
		trait = physique_bad_3
		track = abomab_brittle
		value = var:olympia_brittle_xp_temp
	}
	add_trait_xp = {
		trait = physique_bad_3
		track = abomab_inept
		value = var:olympia_inept_xp_temp
	}
	add_trait_xp = {
		trait = physique_bad_3
		track = abomab_withered
		value = var:olympia_withered_xp_temp
	}

	remove_variable = olympia_brittle_xp_temp
	remove_variable = olympia_inept_xp_temp
	remove_variable = olympia_withered_xp_temp
}

#############################################
# PHYSIQUE (GOOD) 1 → 2 → 3
#############################################

olympia_transfer_xp_physique_good_1_to_2 = {
	set_variable = { name = olympia_brawn_xp_temp      value = 0 }
	set_variable = { name = olympia_endurance_xp_temp  value = 0 }
	set_variable = { name = olympia_instincts_xp_temp  value = 0 }

	# Brawn
	clamp_variable = { name = olympia_brawn_xp_temp max = 0 min = 0 }
	while = {
		limit = {
			has_trait_xp = { trait = physique_good_1 track = abomab_brawn value > 0 }
		}
		change_variable = { name = olympia_brawn_xp_temp add = { value = 1 } }
		add_trait_xp    = { trait = physique_good_1 track = abomab_brawn value = -1 }
	}

	# Endurance
	clamp_variable = { name = olympia_endurance_xp_temp max = 0 min = 0 }
	while = {
		limit = {
			has_trait_xp = { trait = physique_good_1 track = abomab_endurance value > 0 }
		}
		change_variable = { name = olympia_endurance_xp_temp add = { value = 1 } }
		add_trait_xp    = { trait = physique_good_1 track = abomab_endurance value = -1 }
	}

	# Instincts
	clamp_variable = { name = olympia_instincts_xp_temp max = 0 min = 0 }
	while = {
		limit = {
			has_trait_xp = { trait = physique_good_1 track = abomab_instincts value > 0 }
		}
		change_variable = { name = olympia_instincts_xp_temp add = { value = 1 } }
		add_trait_xp    = { trait = physique_good_1 track = abomab_instincts value = -1 }
	}

	remove_trait = physique_good_1
	add_trait    = physique_good_2

	add_trait_xp = {
		trait = physique_good_2
		track = abomab_brawn
		value = var:olympia_brawn_xp_temp
	}
	add_trait_xp = {
		trait = physique_good_2
		track = abomab_endurance
		value = var:olympia_endurance_xp_temp
	}
	add_trait_xp = {
		trait = physique_good_2
		track = abomab_instincts
		value = var:olympia_instincts_xp_temp
	}

	remove_variable = olympia_brawn_xp_temp
	remove_variable = olympia_endurance_xp_temp
	remove_variable = olympia_instincts_xp_temp
}

olympia_transfer_xp_physique_good_2_to_3 = {
	set_variable = { name = olympia_brawn_xp_temp      value = 0 }
	set_variable = { name = olympia_endurance_xp_temp  value = 0 }
	set_variable = { name = olympia_instincts_xp_temp  value = 0 }

	# Brawn
	clamp_variable = { name = olympia_brawn_xp_temp max = 0 min = 0 }
	while = {
		limit = {
			has_trait_xp = { trait = physique_good_2 track = abomab_brawn value > 0 }
		}
		change_variable = { name = olympia_brawn_xp_temp add = { value = 1 } }
		add_trait_xp    = { trait = physique_good_2 track = abomab_brawn value = -1 }
	}

	# Endurance
	clamp_variable = { name = olympia_endurance_xp_temp max = 0 min = 0 }
	while = {
		limit = {
			has_trait_xp = { trait = physique_good_2 track = abomab_endurance value > 0 }
		}
		change_variable = { name = olympia_endurance_xp_temp add = { value = 1 } }
		add_trait_xp    = { trait = physique_good_2 track = abomab_endurance value = -1 }
	}

	# Instincts
	clamp_variable = { name = olympia_instincts_xp_temp max = 0 min = 0 }
	while = {
		limit = {
			has_trait_xp = { trait = physique_good_2 track = abomab_instincts value > 0 }
		}
		change_variable = { name = olympia_instincts_xp_temp add = { value = 1 } }
		add_trait_xp    = { trait = physique_good_2 track = abomab_instincts value = -1 }
	}

	remove_trait = physique_good_2
	add_trait    = physique_good_3

	add_trait_xp = {
		trait = physique_good_3
		track = abomab_brawn
		value = var:olympia_brawn_xp_temp
	}
	add_trait_xp = {
		trait = physique_good_3
		track = abomab_endurance
		value = var:olympia_endurance_xp_temp
	}
	add_trait_xp = {
		trait = physique_good_3
		track = abomab_instincts
		value = var:olympia_instincts_xp_temp
	}

	remove_variable = olympia_brawn_xp_temp
	remove_variable = olympia_endurance_xp_temp
	remove_variable = olympia_instincts_xp_temp
}

assign_high_xp_flags_adults = {
	
	###############
	# PHYSIQUE GOOD
	###############
	if = {
		limit = { has_trait = physique_good }
		
		# Brawn
		if = {
			limit = { olympia_has_exceptional_brawn_XP = yes }
			add_character_flag = exceptional_brawn_XP
		}
		else_if = {
			limit = { olympia_has_high_brawn_XP = yes }
			add_character_flag = high_brawn_XP
		}
		
		# Endurance
		if = {
			limit = { olympia_has_exceptional_endurance_XP = yes }
			add_character_flag = exceptional_endurance_XP
		}
		else_if = {
			limit = { olympia_has_high_endurance_XP = yes }
			add_character_flag = high_endurance_XP
		}
		
		# Instincts
		if = {
			limit = { olympia_has_exceptional_instincts_XP = yes }
			add_character_flag = exceptional_instincts_XP
		}
		else_if = {
			limit = { olympia_has_high_instincts_XP = yes }
			add_character_flag = high_instincts_XP
		}
	}
	
	
	###############
	# PHYSIQUE BAD
	###############
	if = {
		limit = { has_trait = physique_bad }
		
		# Brittle
		if = {
			limit = { olympia_has_exceptional_brittle_XP = yes }
			add_character_flag = exceptional_brittle_XP
		}
		else_if = {
			limit = { olympia_has_high_brittle_XP = yes }
			add_character_flag = high_brittle_XP
		}
		
		# Inept
		if = {
			limit = { olympia_has_exceptional_inept_XP = yes }
			add_character_flag = exceptional_inept_XP
		}
		else_if = {
			limit = { olympia_has_high_inept_XP = yes }
			add_character_flag = high_inept_XP
		}
		
		# Withered
		if = {
			limit = { olympia_has_exceptional_withered_XP = yes }
			add_character_flag = exceptional_withered_XP
		}
		else_if = {
			limit = { olympia_has_high_withered_XP = yes }
			add_character_flag = high_withered_XP
		}
	}
	
	
	###############
	# INTELLECT GOOD
	###############
	if = {
		limit = { has_trait = intellect_good }
		
		# Adaptability
		if = {
			limit = { olympia_has_exceptional_adaptability_XP = yes }
			add_character_flag = exceptional_adaptability_XP
		}
		else_if = {
			limit = { olympia_has_high_adaptability_XP = yes }
			add_character_flag = high_adaptability_XP
		}
		
		# Memory
		if = {
			limit = { olympia_has_exceptional_memory_XP = yes }
			add_character_flag = exceptional_memory_XP
		}
		else_if = {
			limit = { olympia_has_high_memory_XP = yes }
			add_character_flag = high_memory_XP
		}
		
		# Focus
		if = {
			limit = { olympia_has_exceptional_focus_XP = yes }
			add_character_flag = exceptional_focus_XP
		}
		else_if = {
			limit = { olympia_has_high_focus_XP = yes }
			add_character_flag = high_focus_XP
		}
	}
	
	
	###############
	# INTELLECT BAD
	###############
	if = {
		limit = { has_trait = intellect_bad }
		
		# Absentminded
		if = {
			limit = { olympia_has_exceptional_absentminded_XP = yes }
			add_character_flag = exceptional_absentminded_XP
		}
		else_if = {
			limit = { olympia_has_high_absentminded_XP = yes }
			add_character_flag = high_absentminded_XP
		}
		
		# Rigid
		if = {
			limit = { olympia_has_exceptional_rigid_XP = yes }
			add_character_flag = exceptional_rigid_XP
		}
		else_if = {
			limit = { olympia_has_high_rigid_XP = yes }
			add_character_flag = high_rigid_XP
		}
		
		# Scattered
		if = {
			limit = { olympia_has_exceptional_scattered_XP = yes }
			add_character_flag = exceptional_scattered_XP
		}
		else_if = {
			limit = { olympia_has_high_scattered_XP = yes }
			add_character_flag = high_scattered_XP
		}
	}
	
	
	###############
	# BEAUTY GOOD
	###############
	if = {
		limit = { has_trait = beauty_good }
		
		# Visage
		if = {
			limit = { olympia_has_exceptional_visage_XP = yes }
			add_character_flag = exceptional_visage_XP
		}
		else_if = {
			limit = { olympia_has_high_visage_XP = yes }
			add_character_flag = high_visage_XP
		}
		
		# Magnetism
		if = {
			limit = { olympia_has_exceptional_magnetism_XP = yes }
			add_character_flag = exceptional_magnetism_XP
		}
		else_if = {
			limit = { olympia_has_high_magnetism_XP = yes }
			add_character_flag = high_magnetism_XP
		}
		
		# Grace
		if = {
			limit = { olympia_has_exceptional_grace_XP = yes }
			add_character_flag = exceptional_grace_XP
		}
		else_if = {
			limit = { olympia_has_high_grace_XP = yes }
			add_character_flag = high_grace_XP
		}
	}
	
	
	###############
	# BEAUTY BAD
	###############
	if = {
		limit = { has_trait = beauty_bad }
		
		# Beastly
		if = {
			limit = { olympia_has_exceptional_beastly_XP = yes }
			add_character_flag = exceptional_beastly_XP
		}
		else_if = {
			limit = { olympia_has_high_beastly_XP = yes }
			add_character_flag = high_beastly_XP
		}
		
		# Repulsive
		if = {
			limit = { olympia_has_exceptional_repulsive_XP = yes }
			add_character_flag = exceptional_repulsive_XP
		}
		else_if = {
			limit = { olympia_has_high_repulsive_XP = yes }
			add_character_flag = high_repulsive_XP
		}
		
		# Ungainly
		if = {
			limit = { olympia_has_exceptional_ungainly_XP = yes }
			add_character_flag = exceptional_ungainly_XP
		}
		else_if = {
			limit = { olympia_has_high_ungainly_XP = yes }
			add_character_flag = high_ungainly_XP
		}
	}
}

add_combo_tier_1_congenital_traits = {
	random_list = {
	#Good Beauty Combos
		5 = {
			add_trait = beauty_good_1
			add_trait = intellect_bad_1
		}
		5 = {
			add_trait = beauty_good_1			
			add_trait = physique_bad_1
		}
		2 = {
			add_trait = beauty_good_1
			add_trait = intellect_bad_1
			add_trait = physique_bad_1
		}
		1 = {
			add_trait = beauty_good_1
			add_trait = intellect_good_1
			add_trait = physique_bad_1
		}
		1 = {
			add_trait = beauty_good_1
			add_trait = physique_good_1
			add_trait = intellect_bad_1
		}
		#Intellect Combos
		5 = {
			add_trait = intellect_good_1			
			add_trait = beauty_bad_1
		}
		5 = {
			add_trait = intellect_good_1
			add_trait = physique_bad_1
		}
		1 = {
			add_trait = intellect_good_1
			add_trait = physique_good_1
			add_trait = beauty_bad_1
		}
		#Physique Combos
		5 = {
			add_trait = physique_good_1
			add_trait = beauty_bad_1
		}
		5 = {
			add_trait = physique_good_1
			add_trait = intellect_bad_1
		}
		2 = {
			add_trait = physique_good_1
			
			add_trait = beauty_bad_1
			add_trait = intellect_bad_1
		}
	}
}

add_random_tier_1_traits_based_on_rules = {
	if = {
		limit = {
			NOR = {
				has_game_rule = abomab_more_congenital_traits_0
				any_player = {
					OR = {
						dynasty = prev.dynasty
						is_close_or_extended_family_of = prev
					}
				}
				any_close_family_member = {
					olympia_has_congenital_traits = yes
				}
			}
		}
		if = {
			limit = {
				has_game_rule = abomab_more_congenital_traits_25
			}
			random_list = {
				25 = {
					add_combo_tier_1_congenital_traits = yes
				}
				75 = { }
			}
		}
		else_if = {
			limit = {
				has_game_rule = abomab_more_congenital_traits_10
			}
			random_list = {
				10 = {
					add_combo_tier_1_congenital_traits = yes
				}
				90 = { }
			}
		}
		else_if = {
			limit = {
				has_game_rule = abomab_more_congenital_traits_5
			}
			random_list = {
				10 = {
					add_combo_tier_1_congenital_traits = yes
				}
				90 = { }
			}
		}
		else_if = {
			limit = {
				has_game_rule = abomab_more_congenital_traits_50
			}
			random_list = {
				50 = {
					add_combo_tier_1_congenital_traits = yes
				}
				50 = { }
			}
		}
		else_if = {
			limit = {
				has_game_rule = abomab_more_congenital_traits_75
			}
			random_list = {
				75 = {
					add_combo_tier_1_congenital_traits = yes
				}
				25 = { }
			}
		}
		else = {
			limit = {
				has_game_rule = abomab_more_congenital_traits_100
			}
			add_combo_tier_1_congenital_traits = yes
		}
	}
}