﻿############### Physical ##############
# Beauty (-1) - Homely
beauty_bad_1 = {
	opposites = {
		beauty_good
		beauty_bad_2
		beauty_bad_3
	}
	
	icon = {
		first_valid = {
			triggered_desc = { # If no character exists
				trigger = { NOT = { exists = this } }
				desc = beauty_bad_1.dds
			}
			triggered_desc = {
				trigger = {
					exists = this
					OR = {
						has_trait_xp = {
							trait = beauty_bad_1
							track = abomab_beastly
							value >= 65
						}
						has_trait_xp = {
							trait = beauty_bad_1
							track = abomab_repulsive
							value >= 65
						}
						has_trait_xp = {
							trait = beauty_bad_1
							track = abomab_ungainly
							value >= 65
						}
					}
				}
				desc = beauty_bad_2.dds
			}
			desc = beauty_bad_1.dds
		}
	}
	
	name = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_1
						track = abomab_beastly
						value >= 50
					}
				}
				desc = trait_beauty_beastly_2
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_1
						track = abomab_repulsive
						value >= 50
					}
				}
				desc = trait_beauty_repulsive_2
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_1
						track = abomab_ungainly
						value >= 50
					}
				}
				desc = trait_beauty_ungainly_2
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_1
						track = abomab_beastly
						value >= 25
					}
				}
				desc = trait_beauty_beastly_1
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_1
						track = abomab_repulsive
						value >= 25
					}
				}
				desc = trait_beauty_repulsive_1
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_1
						track = abomab_ungainly
						value >= 25
					}
				}
				desc = trait_beauty_ungainly_1
			}
			desc = trait_beauty_bad_group
		}
	}
	
	
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_beauty_bad_1_desc
			}
			
			#Beastly
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_1
						track = abomab_beastly
						value >= 50
					}
				}
				desc = trait_beauty_beastly_3_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_1
						track = abomab_beastly
						value >= 25
					}
				}
				desc = trait_beauty_beastly_2_desc
			}
			desc = trait_beauty_beastly_1_desc
		}
		
		#Repulsive
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = empty_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_1
						track = abomab_repulsive
						value >= 50
					}
				}
				desc = trait_beauty_repulsive_3_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_1
						track = abomab_repulsive
						value >= 25
					}
				}
				desc = trait_beauty_repulsive_2_desc
			}
			desc = trait_beauty_repulsive_1_desc
		}
		
		#Ungainly
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = empty_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_1
						track = abomab_ungainly
						value >= 50
					}
				}
				desc = trait_beauty_ungainly_3_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_1
						track = abomab_ungainly
						value >= 25
					}
				}
				desc = trait_beauty_ungainly_2_desc
			}
			desc = trait_beauty_ungainly_1_desc
		}
	}
	
	birth = 10
	random_creation = 10

	group = beauty_bad
	level = 1
	
	genetic = yes
	physical = yes
	portrait_extremity_shift = 0.035 #0.1
	ugliness_portrait_extremity_shift = 0.15 #0.4
	
	ruler_designer_cost = -10
	
	tracks = {
		abomab_beastly = {
			1 = { 
				general_opinion = -2
				fertility = -0.05
				dread_baseline_add = 2
			}
			25 = { 
				general_opinion = -2
				fertility = -0.05
				dread_baseline_add = 2
			}
			50 = { 
				general_opinion = -2
				fertility = -0.05
				dread_baseline_add = 2
			}
			75 = {
				general_opinion = -2
				fertility = -0.05
				dread_baseline_add = 2
			}
			100 = {
				general_opinion = -2
				fertility = -0.05
				dread_baseline_add = 2
			}
		}
		abomab_repulsive = {
			1 = {
				diplomacy = -1
				personal_scheme_phase_duration_add = 10
				dread_gain_mult = 0.05
			}
			25 = {
				diplomacy = -1
				personal_scheme_phase_duration_add = 10
				dread_gain_mult = 0.05
			}
			50 = {
				diplomacy = -1
				personal_scheme_phase_duration_add = 10
				dread_gain_mult = 0.05
			}
			75 = {
				diplomacy = -1
				personal_scheme_phase_duration_add = 10
				dread_gain_mult = 0.05
			}
			100 = {
				diplomacy = -1
				personal_scheme_phase_duration_add = 10
				dread_gain_mult = 0.05
			}
		}
		abomab_ungainly = {
			1 = {
				intrigue = -1
				owned_scheme_secrecy_add = -5
				stress_gain_mult = -0.05
			}
			25 = {
				intrigue = -1
				owned_scheme_secrecy_add = -5
				stress_gain_mult = -0.05
			}
			50 = {
				intrigue = -1
				owned_scheme_secrecy_add = 5
				stress_gain_mult = -0.05
			}
			75 = {
				intrigue = -1
				owned_scheme_secrecy_add = -5
				stress_gain_mult = -0.05
			}
			100 = {
				intrigue = -1
				owned_scheme_secrecy_add = -5
				stress_gain_mult = -0.05
			}
		}
	}
}

# Beauty (-2) - Ugly
beauty_bad_2 = {
	opposites = {
		beauty_good
		beauty_bad_3
		beauty_bad_1
	}
	
	birth = 5
	random_creation = 5

	group = beauty_bad
	level = 2
	
	icon = {
		first_valid = {
			triggered_desc = { # If no character exists
				trigger = { NOT = { exists = this } }
				desc = beauty_bad_2.dds
			}
			triggered_desc = {
				trigger = {
					exists = this
					OR = {
						has_trait_xp = {
							trait = beauty_bad_2
							track = abomab_beastly
							value >= 90
						}
						has_trait_xp = {
							trait = beauty_bad_2
							track = abomab_repulsive
							value >= 90
						}
						has_trait_xp = {
							trait = beauty_bad_2
							track = abomab_ungainly
							value >= 90
						}
					}
				}
				desc = beauty_bad_3.dds
			}
			triggered_desc = {
				trigger = {
					exists = this
					OR = {
						has_trait_xp = {
							trait = beauty_bad_2
							track = abomab_beastly
							value >= 65
						}
						has_trait_xp = {
							trait = beauty_bad_2
							track = abomab_repulsive
							value >= 65
						}
						has_trait_xp = {
							trait = beauty_bad_2
							track = abomab_ungainly
							value >= 65
						}
					}
				}
				desc = beauty_bad_2.dds
			}
			desc = beauty_bad_1.dds
		}
	}
	
	name = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_2
						track = abomab_beastly
						value >= 75
					}
				}
				desc = trait_beauty_beastly_3
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_2
						track = abomab_repulsive
						value >= 75
					}
				}
				desc = trait_beauty_repulsive_3
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_2
						track = abomab_ungainly
						value >= 75
					}
				}
				desc = trait_beauty_ungainly_3
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_2
						track = abomab_beastly
						value >= 50
					}
				}
				desc = trait_beauty_beastly_2
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_2
						track = abomab_repulsive
						value >= 50
					}
				}
				desc = trait_beauty_repulsive_2
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_2
						track = abomab_ungainly
						value >= 50
					}
				}
				desc = trait_beauty_ungainly_2
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_2
						track = abomab_beastly
						value >= 25
					}
				}
				desc = trait_beauty_beastly_1
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_2
						track = abomab_repulsive
						value >= 25
					}
				}
				desc = trait_beauty_repulsive_1
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_2
						track = abomab_ungainly
						value >= 25
					}
				}
				desc = trait_beauty_ungainly_1
			}
			desc = trait_beauty_bad_group
		}
	}
	
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_beauty_bad_2_desc
			}
			
			#Beastly
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_2
						track = abomab_beastly
						value >= 75
					}
				}
				desc = trait_beauty_beastly_4_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_2
						track = abomab_beastly
						value >= 50
					}
				}
				desc = trait_beauty_beastly_3_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_2
						track = abomab_beastly
						value >= 25
					}
				}
				desc = trait_beauty_beastly_2_desc
			}
			desc = trait_beauty_beastly_1_desc
		}
		
		#Repulsive
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = empty_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_2
						track = abomab_repulsive
						value >= 75
					}
				}
				desc = trait_beauty_repulsive_4_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_2
						track = abomab_repulsive
						value >= 50
					}
				}
				desc = trait_beauty_repulsive_3_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_2
						track = abomab_repulsive
						value >= 25
					}
				}
				desc = trait_beauty_repulsive_2_desc
			}
			desc = trait_beauty_repulsive_1_desc
		}
		
		#Ungainly
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = empty_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_2
						track = abomab_ungainly
						value >= 75
					}
				}
				desc = trait_beauty_ungainly_4_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_2
						track = abomab_ungainly
						value >= 50
					}
				}
				desc = trait_beauty_ungainly_3_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_2
						track = abomab_ungainly
						value >= 25
					}
				}
				desc = trait_beauty_ungainly_2_desc
			}
			desc = trait_beauty_ungainly_1_desc
		}
	}
	
	genetic = yes
	physical = yes
	portrait_extremity_shift = 0.035 #0.1
	ugliness_portrait_extremity_shift = 0.15 #0.4
	
	ruler_designer_cost = -20
	
	tracks = {
		abomab_beastly = {
			1 = { 
				general_opinion = -2
				fertility = -0.05
				dread_baseline_add = 2
			}
			25 = { 
				general_opinion = -2
				fertility = -0.05
				dread_baseline_add = 2
			}
			50 = { 
				general_opinion = -2
				fertility = -0.05
				dread_baseline_add = 2
			}
			75 = {
				general_opinion = -2
				fertility = -0.05
				dread_baseline_add = 2
			}
			100 = {
				general_opinion = -2
				fertility = -0.05
				dread_baseline_add = 2
			}
		}
		abomab_repulsive = {
			1 = {
				diplomacy = -1
				personal_scheme_phase_duration_add = 10
				dread_gain_mult = 0.05
			}
			25 = {
				diplomacy = -1
				personal_scheme_phase_duration_add = 10
				dread_gain_mult = 0.05
			}
			50 = {
				diplomacy = -1
				personal_scheme_phase_duration_add = 10
				dread_gain_mult = 0.05
			}
			75 = {
				diplomacy = -1
				personal_scheme_phase_duration_add = 10
				dread_gain_mult = 0.05
			}
			100 = {
				diplomacy = -1
				personal_scheme_phase_duration_add = 10
				dread_gain_mult = 0.05
			}
		}
		abomab_ungainly = {
			1 = {
				intrigue = -1
				owned_scheme_secrecy_add = -5
				stress_gain_mult = -0.05
			}
			25 = {
				intrigue = -1
				owned_scheme_secrecy_add = -5
				stress_gain_mult = -0.05
			}
			50 = {
				intrigue = -1
				owned_scheme_secrecy_add = 5
				stress_gain_mult = -0.05
			}
			75 = {
				intrigue = -1
				owned_scheme_secrecy_add = -5
				stress_gain_mult = -0.05
			}
			100 = {
				intrigue = -1
				owned_scheme_secrecy_add = -5
				stress_gain_mult = -0.05
			}
		}
	}
}

# Beauty (-3) - Hideous
beauty_bad_3 = {
	opposites = {
		beauty_good
		beauty_bad_2
		beauty_bad_1
	}
	
	icon = {
		first_valid = {
			triggered_desc = { # If no character exists
				trigger = { NOT = { exists = this } }
				desc = beauty_bad_2.dds
			}
			triggered_desc = {
				trigger = {
					exists = this
					OR = {
						has_trait_xp = {
							trait = beauty_bad_3
							track = abomab_beastly
							value >= 90
						}
						has_trait_xp = {
							trait = beauty_bad_3
							track = abomab_repulsive
							value >= 90
						}
						has_trait_xp = {
							trait = beauty_bad_3
							track = abomab_ungainly
							value >= 90
						}
					}
				}
				desc = beauty_bad_3.dds
			}
			triggered_desc = {	
				trigger = {
					exists = this
					OR = {
						has_trait_xp = {
							trait = beauty_bad_3
							track = abomab_beastly
							value >= 65
						}
						has_trait_xp = {
							trait = beauty_bad_3
							track = abomab_repulsive
							value >= 65
						}
						has_trait_xp = {
							trait = beauty_bad_3
							track = abomab_ungainly
							value >= 65
						}
					}
				}
				desc = beauty_bad_2.dds
			}
			desc = beauty_bad_1.dds
		}
	}
	
	name = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_3
						track = abomab_beastly
						value >= 100
					}
				}
				desc = trait_beauty_beastly_5
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_3
						track = abomab_repulsive
						value >= 100
					}
				}
				desc = trait_beauty_repulsive_5
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_3
						track = abomab_ungainly
						value >= 100
					}
				}
				desc = trait_beauty_ungainly_5
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_3
						track = abomab_beastly
						value >= 75
					}
				}
				desc = trait_beauty_beastly_4
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_3
						track = abomab_repulsive
						value >= 75
					}
				}
				desc = trait_beauty_repulsive_4
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_3
						track = abomab_ungainly
						value >= 75
					}
				}
				desc = trait_beauty_ungainly_4
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_3
						track = abomab_beastly
						value >= 50
					}
				}
				desc = trait_beauty_beastly_3
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_3
						track = abomab_repulsive
						value >= 50
					}
				}
				desc = trait_beauty_repulsive_3
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_3
						track = abomab_ungainly
						value >= 50
					}
				}
				desc = trait_beauty_ungainly_3
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_3
						track = abomab_beastly
						value >= 25
					}
				}
				desc = trait_beauty_beastly_2
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_3
						track = abomab_repulsive
						value >= 25
					}
				}
				desc = trait_beauty_repulsive_2
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_3
						track = abomab_ungainly
						value >= 25
					}
				}
				desc = trait_beauty_ungainly_2
			}
			desc = trait_beauty_bad_group
		}
	}
	
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_beauty_bad_3_desc
			}
			
			#Beastly
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_3
						track = abomab_beastly
						value >= 100
					}
				}
				desc = trait_beauty_beastly_5_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_3
						track = abomab_beastly
						value >= 75
					}
				}
				desc = trait_beauty_beastly_4_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_3
						track = abomab_beastly
						value >= 50
					}
				}
				desc = trait_beauty_beastly_3_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_3
						track = abomab_beastly
						value >= 25
					}
				}
				desc = trait_beauty_beastly_2_desc
			}
			desc = trait_beauty_beastly_1_desc
		}
		
		#Repulsive
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = empty_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_3
						track = abomab_repulsive
						value >= 100
					}
				}
				desc = trait_beauty_repulsive_5_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_3
						track = abomab_repulsive
						value >= 75
					}
				}
				desc = trait_beauty_repulsive_4_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_3
						track = abomab_repulsive
						value >= 50
					}
				}
				desc = trait_beauty_repulsive_3_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_3
						track = abomab_repulsive
						value >= 25
					}
				}
				desc = trait_beauty_repulsive_2_desc
			}
			desc = trait_beauty_repulsive_1_desc
		}
		
		#Ungainly
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = empty_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_3
						track = abomab_ungainly
						value >= 100
					}
				}
				desc = trait_beauty_ungainly_5_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_3
						track = abomab_ungainly
						value >= 75
					}
				}
				desc = trait_beauty_ungainly_4_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_3
						track = abomab_ungainly
						value >= 50
					}
				}
				desc = trait_beauty_ungainly_3_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = beauty_bad_3
						track = abomab_ungainly
						value >= 25
					}
				}
				desc = trait_beauty_ungainly_2_desc
			}
			desc = trait_beauty_ungainly_1_desc
		}
	}
	
	birth = 1
	random_creation = 1

	group = beauty_bad
	level = 3
	
	genetic = yes
	physical = yes
	portrait_extremity_shift = 0.035 #0.1
	ugliness_portrait_extremity_shift = 0.15 #0.4
	
	ruler_designer_cost = -30
	
	tracks = {
		abomab_beastly = {
			1 = { 
				general_opinion = -2
				fertility = -0.05
				dread_baseline_add = 2
			}
			25 = { 
				general_opinion = -2
				fertility = -0.05
				dread_baseline_add = 2
			}
			50 = { 
				general_opinion = -2
				fertility = -0.05
				dread_baseline_add = 2
			}
			75 = {
				general_opinion = -2
				fertility = -0.05
				dread_baseline_add = 2
			}
			100 = {
				general_opinion = -2
				fertility = -0.05
				dread_baseline_add = 2
			}
		}
		abomab_repulsive = {
			1 = {
				diplomacy = -1
				personal_scheme_phase_duration_add = 10
				dread_gain_mult = 0.05
			}
			25 = {
				diplomacy = -1
				personal_scheme_phase_duration_add = 10
				dread_gain_mult = 0.05
			}
			50 = {
				diplomacy = -1
				personal_scheme_phase_duration_add = 10
				dread_gain_mult = 0.05
			}
			75 = {
				diplomacy = -1
				personal_scheme_phase_duration_add = 10
				dread_gain_mult = 0.05
			}
			100 = {
				diplomacy = -1
				personal_scheme_phase_duration_add = 10
				dread_gain_mult = 0.05
			}
		}
		abomab_ungainly = {
			1 = {
				intrigue = -1
				owned_scheme_secrecy_add = -5
				stress_gain_mult = -0.05
			}
			25 = {
				intrigue = -1
				owned_scheme_secrecy_add = -5
				stress_gain_mult = -0.05
			}
			50 = {
				intrigue = -1
				owned_scheme_secrecy_add = 5
				stress_gain_mult = -0.05
			}
			75 = {
				intrigue = -1
				owned_scheme_secrecy_add = -5
				stress_gain_mult = -0.05
			}
			100 = {
				intrigue = -1
				owned_scheme_secrecy_add = -5
				stress_gain_mult = -0.05
			}
		}
	}
}

# Beauty (+1) - Comely
beauty_good_1 = {
	opposites = {
		beauty_bad
		beauty_good_2
		beauty_good_3
	}
	
	birth = 10
	random_creation = 10

	group = beauty_good
	level = 1
	
	genetic = yes
	physical = yes
	good = yes
	
	genetic_constraint_all = beauty_1
	genetic_constraint_men = male_beauty_1
	genetic_constraint_women = female_beauty_1
	
	ruler_designer_cost = 60

	icon = {
		first_valid = {
			triggered_desc = { # If no character exists
				trigger = { NOT = { exists = this } }
				desc = beauty_good_1.dds
			}
			triggered_desc = {	
				trigger = {
					exists = this
					OR = {
						has_trait_xp = {
							trait = beauty_good_1
							track = abomab_visage
							value >= 65
						}
						has_trait_xp = {
							trait = beauty_good_1
							track = abomab_magnetism
							value >= 65
						}
						has_trait_xp = {
							trait = beauty_good_1
							track = abomab_grace
							value >= 65
						}
					}
				}
				desc = beauty_good_2.dds
			}
			desc = beauty_good_1.dds
		}
	}

	name = {
		first_valid = {
			# Child name override
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = no
				}
				desc = trait_beauty_good_child
			}
			
			# Visage (>= 50)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_1
						track = abomab_visage
						value >= 50
					}
				}
				desc = trait_beauty_visage_2
			}
			# Magnetism (>= 50)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_1
						track = abomab_magnetism
						value >= 50
					}
				}
				desc = trait_beauty_magnetism_2
			}
			# Grace (>= 50)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_1
						track = abomab_grace
						value >= 50
					}
				}
				desc = trait_beauty_grace_2
			}
			
			# Visage (>= 25)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_1
						track = abomab_visage
						value >= 25
					}
				}
				desc = trait_beauty_visage_1
			}
			# Magnetism (>= 25)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_1
						track = abomab_magnetism
						value >= 25
					}
				}
				desc = trait_beauty_magnetism_1
			}
			# Grace (>= 25)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_1
						track = abomab_grace
						value >= 25
					}
				}
				desc = trait_beauty_grace_1
			}
			
			desc = trait_beauty_good_group
		}
	}
	
	desc = {
		# Magnetism (secondary)
		first_valid = {
			# No character: generic tier-1 good beauty desc
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_beauty_good_1_desc
			}
			# Children: handled by Visage block already
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = no
				}
				desc = empty_desc
			}
			# Adult: Magnetism XP
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_1
						track = abomab_magnetism
						value >= 50
					}
				}
				desc = trait_beauty_magnetism_2_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_1
						track = abomab_magnetism
						value >= 25
					}
				}
				desc = trait_beauty_magnetism_1_desc
			}
			desc = trait_beauty_magnetism_1_desc
		}		
		
		# Grace (secondary)
		first_valid = {
			# No character: nothing here
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = empty_desc
			}
			# Children: handled by Visage block
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = no
				}
				desc = empty_desc
			}
			# Adult: Grace XP
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_1
						track = abomab_grace
						value >= 50
					}
				}
				desc = trait_beauty_grace_2_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_1
						track = abomab_grace
						value >= 25
					}
				}
				desc = trait_beauty_grace_1_desc
			}
			desc = trait_beauty_grace_1_desc
		}
		
		# Visage (primary)
		first_valid = {
			# No character: nothing here
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = empty_desc
			}
			# Child override
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = no
				}
				desc = trait_beauty_good_child_desc
			}
			# Adult: Visage XP
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_1
						track = abomab_visage
						value >= 50
					}
				}
				desc = trait_beauty_visage_2_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_1
						track = abomab_visage
						value >= 25
					}
				}
				desc = trait_beauty_visage_1_desc
			}
			desc = trait_beauty_visage_1_desc
		}
	}

	
	tracks = {
		abomab_magnetism = {
			1 = {
				diplomacy = 1
				levy_reinforcement_rate = 0.05
				general_opinion = 5
			}
			25 = {
				diplomacy = 1
				levy_reinforcement_rate = 0.05
				general_opinion = 5
			}
			50 = {
				diplomacy = 1
				levy_reinforcement_rate = 0.05
				general_opinion = 5
			}
			75 = {
				diplomacy = 1
				levy_reinforcement_rate = 0.05
				general_opinion = 5
			}
			100 = {
				diplomacy = 1
				levy_reinforcement_rate = 0.05
				general_opinion = 5
			}
		}
		abomab_grace = {	#Renamed Poise
			1 = {
				intrigue = 1
				legitimacy_gain_mult = 0.05
				owned_scheme_secrecy_add = 5
			}
			25 = {
				intrigue = 1
				legitimacy_gain_mult = 0.05
				owned_scheme_secrecy_add = 5
			}
			50 = {
				intrigue = 1
				legitimacy_gain_mult = 0.05
				owned_scheme_secrecy_add = 5
			}
			75 = {
				intrigue = 1
				legitimacy_gain_mult = 0.05
				owned_scheme_secrecy_add = 5
			}
			100 = {
				intrigue = 1
				legitimacy_gain_mult = 0.05
				owned_scheme_secrecy_add = 5
			}
		}
		abomab_visage = {
			1 = { 
				personal_scheme_phase_duration_add = -10
				attraction_opinion = 5
				monthly_prestige = 0.25
			}
			25 = { 
				personal_scheme_phase_duration_add = -10
				attraction_opinion = 5
				monthly_prestige = 0.25
			}
			50 = { 
				personal_scheme_phase_duration_add = -10
				attraction_opinion = 5
				monthly_prestige = 0.25
			}
			75 = {
				personal_scheme_phase_duration_add = -10
				attraction_opinion = 5
				monthly_prestige = 0.25
			}
			100 = {
				personal_scheme_phase_duration_add = -10
				attraction_opinion = 5
				monthly_prestige = 0.25
			}
		}
	}
}

# Beauty (+2)
beauty_good_2 = {
	opposites = {
		beauty_bad
		beauty_good_1
		beauty_good_3
	}
	
	birth = 5
	random_creation = 5

	# pretty if female
	# handsome if male

	group = beauty_good
	level = 2
	
	ruler_designer_cost = 120

	icon = {
		first_valid = {
			triggered_desc = { # If no character exists
				trigger = { NOT = { exists = this } }
				desc = beauty_good_2.dds
			}
			triggered_desc = {
				trigger = {
					OR = {
						has_trait_xp = {
							trait = beauty_good_2
							track = abomab_visage
							value >= 90
						}
						has_trait_xp = {
							trait = beauty_good_2
							track = abomab_magnetism
							value >= 90
						}
						has_trait_xp = {
							trait = beauty_good_2
							track = abomab_grace
							value >= 90
						}
					}
				}
				desc = beauty_good_3.dds
			}
			triggered_desc = {	
				trigger = {
					OR = {
						has_trait_xp = {
							trait = beauty_good_2
							track = abomab_visage
							value >= 65
						}
						has_trait_xp = {
							trait = beauty_good_2
							track = abomab_magnetism
							value >= 65
						}
						has_trait_xp = {
							trait = beauty_good_2
							track = abomab_grace
							value >= 65
						}
					}
				}
				desc = beauty_good_2.dds
			}
			desc = beauty_good_1.dds
		}
	}

	name = {
		first_valid = {
			# Child name override
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = no
				}
				desc = trait_beauty_good_child
			}
			
			# Visage (>= 75)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_2
						track = abomab_visage
						value >= 75
					}
				}
				desc = trait_beauty_visage_4
			}
			# Magnetism (>= 75)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_2
						track = abomab_magnetism
						value >= 75
					}
				}
				desc = trait_beauty_magnetism_4
			}
			# Grace (>= 75)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_2
						track = abomab_grace
						value >= 75
					}
				}
				desc = trait_beauty_grace_4
			}
			
			# Visage (>= 50)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_2
						track = abomab_visage
						value >= 50
					}
				}
				desc = trait_beauty_visage_3
			}
			# Magnetism (>= 50)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_2
						track = abomab_magnetism
						value >= 50
					}
				}
				desc = trait_beauty_magnetism_3
			}
			# Grace (>= 50)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_2
						track = abomab_grace
						value >= 50
					}
				}
				desc = trait_beauty_grace_3
			}
			
			# Visage (>= 25)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_2
						track = abomab_visage
						value >= 25
					}
				}
				desc = trait_beauty_visage_2
			}
			# Magnetism (>= 25)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_2
						track = abomab_magnetism
						value >= 25
					}
				}
				desc = trait_beauty_magnetism_2
			}
			# Grace (>= 25)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_2
						track = abomab_grace
						value >= 25
					}
				}
				desc = trait_beauty_grace_2
			}
			
			desc = trait_beauty_good_group
		}
	}
	
	desc = {
		# Magnetism (secondary)
		first_valid = {
			# No character: generic tier-2 good beauty desc
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_beauty_good_2_desc
			}
			# Children: handled by Visage block
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = no
				}
				desc = empty_desc
			}
			# Adult: Magnetism XP 100 / 75 / 50 / 25
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_2
						track = abomab_magnetism
						value >= 100
					}
				}
				desc = trait_beauty_magnetism_5_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_2
						track = abomab_magnetism
						value >= 75
					}
				}
				desc = trait_beauty_magnetism_4_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_2
						track = abomab_magnetism
						value >= 50
					}
				}
				desc = trait_beauty_magnetism_3_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_2
						track = abomab_magnetism
						value >= 25
					}
				}
				desc = trait_beauty_magnetism_2_desc
			}
			desc = trait_beauty_magnetism_1_desc
		}
		
		# Grace (secondary)
		first_valid = {
			# No character: nothing here
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = empty_desc
			}
			# Children: handled by Visage block
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = no
				}
				desc = empty_desc
			}
			# Adult: Grace XP 100 / 75 / 50 / 25
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_2
						track = abomab_grace
						value >= 100
					}
				}
				desc = trait_beauty_grace_5_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_2
						track = abomab_grace
						value >= 75
					}
				}
				desc = trait_beauty_grace_4_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_2
						track = abomab_grace
						value >= 50
					}
				}
				desc = trait_beauty_grace_3_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_2
						track = abomab_grace
						value >= 25
					}
				}
				desc = trait_beauty_grace_2_desc
			}
			desc = trait_beauty_grace_1_desc
		}
		
		# Visage (primary)
		first_valid = {
			# No character: nothing here
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = empty_desc
			}
			# Child override
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = no
				}
				desc = trait_beauty_good_child_desc
			}
			# Adult: Visage XP 100 / 75 / 50 / 25
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_2
						track = abomab_visage
						value >= 100
					}
				}
				desc = trait_beauty_visage_5_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_2
						track = abomab_visage
						value >= 75
					}
				}
				desc = trait_beauty_visage_4_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_2
						track = abomab_visage
						value >= 50
					}
				}
				desc = trait_beauty_visage_3_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_2
						track = abomab_visage
						value >= 25
					}
				}
				desc = trait_beauty_visage_2_desc
			}
			desc = trait_beauty_visage_1_desc
		}
	}

	
	genetic = yes
	physical = yes
	good = yes
	
	genetic_constraint_all = beauty_2
	genetic_constraint_men = male_beauty_2
	genetic_constraint_women = female_beauty_2
	
	tracks = {
		abomab_magnetism = {
			1 = {
				diplomacy = 1
				levy_reinforcement_rate = 0.05
				general_opinion = 5
			}
			25 = {
				diplomacy = 1
				levy_reinforcement_rate = 0.05
				general_opinion = 5
			}
			50 = {
				diplomacy = 1
				levy_reinforcement_rate = 0.05
				general_opinion = 5
			}
			75 = {
				diplomacy = 1
				levy_reinforcement_rate = 0.05
				general_opinion = 5
			}
			100 = {
				diplomacy = 1
				levy_reinforcement_rate = 0.05
				general_opinion = 5
			}
		}
		abomab_grace = {	#Renamed Poise
			1 = {
				intrigue = 1
				legitimacy_gain_mult = 0.05
				owned_scheme_secrecy_add = 5
			}
			25 = {
				intrigue = 1
				legitimacy_gain_mult = 0.05
				owned_scheme_secrecy_add = 5
			}
			50 = {
				intrigue = 1
				legitimacy_gain_mult = 0.05
				owned_scheme_secrecy_add = 5
			}
			75 = {
				intrigue = 1
				legitimacy_gain_mult = 0.05
				owned_scheme_secrecy_add = 5
			}
			100 = {
				intrigue = 1
				legitimacy_gain_mult = 0.05
				owned_scheme_secrecy_add = 5
			}
		}
		abomab_visage = {
			1 = { 
				personal_scheme_phase_duration_add = -10
				attraction_opinion = 5
				monthly_prestige = 0.25
			}
			25 = { 
				personal_scheme_phase_duration_add = -10
				attraction_opinion = 5
				monthly_prestige = 0.25
			}
			50 = { 
				personal_scheme_phase_duration_add = -10
				attraction_opinion = 5
				monthly_prestige = 0.25
			}
			75 = {
				personal_scheme_phase_duration_add = -10
				attraction_opinion = 5
				monthly_prestige = 0.25
			}
			100 = {
				personal_scheme_phase_duration_add = -10
				attraction_opinion = 5
				monthly_prestige = 0.25
			}
		}
	}
}

# Beauty (+3) - Beautiful
beauty_good_3 = {
	opposites = {
		beauty_bad
		beauty_good_2
		beauty_good_1
	}
	
	birth = 1
	random_creation = 1

	group = beauty_good
	level = 3
	
	genetic = yes
	physical = yes
	good = yes
	
	genetic_constraint_all = beauty_3
	genetic_constraint_men = male_beauty_3
	genetic_constraint_women = female_beauty_3
	
	ruler_designer_cost = 180

	icon = {
		first_valid = {
			triggered_desc = { # If no character exists
				trigger = { NOT = { exists = this } }
				desc = beauty_good_3.dds
			}
			triggered_desc = {
				trigger = {
					OR = {
						has_trait_xp = {
							trait = beauty_good_3
							track = abomab_visage
							value >= 90
						}
						has_trait_xp = {
							trait = beauty_good_3
							track = abomab_magnetism
							value >= 90
						}
						has_trait_xp = {
							trait = beauty_good_3
							track = abomab_grace
							value >= 90
						}
					}
				}
				desc = beauty_good_3.dds
			}
			triggered_desc = {	
				trigger = {
					OR = {
						has_trait_xp = {
							trait = beauty_good_3
							track = abomab_visage
							value >= 65
						}
						has_trait_xp = {
							trait = beauty_good_3
							track = abomab_magnetism
							value >= 65
						}
						has_trait_xp = {
							trait = beauty_good_3
							track = abomab_grace
							value >= 65
						}
					}
				}
				desc = beauty_good_2.dds
			}
			desc = beauty_good_1.dds
		}
	}

	name = {
		first_valid = {
			# Child name override
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = no
				}
				desc = trait_beauty_good_child
			}
			
			# Visage (>= 100)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_3
						track = abomab_visage
						value >= 100
					}
				}
				desc = trait_beauty_visage_5
			}
			# Magnetism (>= 100)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_3
						track = abomab_magnetism
						value >= 100
					}
				}
				desc = trait_beauty_magnetism_5
			}
			# Grace (>= 100)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_3
						track = abomab_grace
						value >= 100
					}
				}
				desc = trait_beauty_grace_5
			}
			
			# Visage (>= 75)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_3
						track = abomab_visage
						value >= 75
					}
				}
				desc = trait_beauty_visage_4
			}
			# Magnetism (>= 75)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_3
						track = abomab_magnetism
						value >= 75
					}
				}
				desc = trait_beauty_magnetism_4
			}
			# Grace (>= 75)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_3
						track = abomab_grace
						value >= 75
					}
				}
				desc = trait_beauty_grace_4
			}
			
			# Visage (>= 50)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_3
						track = abomab_visage
						value >= 50
					}
				}
				desc = trait_beauty_visage_3
			}
			# Magnetism (>= 50)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_3
						track = abomab_magnetism
						value >= 50
					}
				}
				desc = trait_beauty_magnetism_3
			}
			# Grace (>= 50)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_3
						track = abomab_grace
						value >= 50
					}
				}
				desc = trait_beauty_grace_3
			}
			
			desc = trait_beauty_good_group
		}
	}
	
	desc = {
		# Magnetism (secondary)
		first_valid = {
			# No character: generic tier-3 good beauty desc
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_beauty_good_3_desc
			}
			# Children: handled by Visage block
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = no
				}
				desc = empty_desc
			}
			# Adult: Magnetism XP 100 / 75 / 50 / 25
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_3
						track = abomab_magnetism
						value >= 100
					}
				}
				desc = trait_beauty_magnetism_5_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_3
						track = abomab_magnetism
						value >= 75
					}
				}
				desc = trait_beauty_magnetism_4_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_3
						track = abomab_magnetism
						value >= 50
					}
				}
				desc = trait_beauty_magnetism_3_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_3
						track = abomab_magnetism
						value >= 25
					}
				}
				desc = trait_beauty_magnetism_2_desc
			}
			desc = trait_beauty_magnetism_1_desc
		}
		
		# Grace (secondary)
		first_valid = {
			# No character: nothing here
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = empty_desc
			}
			# Children: handled by Visage block
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = no
				}
				desc = empty_desc
			}
			# Adult: Grace XP 100 / 75 / 50 / 25
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_3
						track = abomab_grace
						value >= 100
					}
				}
				desc = trait_beauty_grace_5_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_3
						track = abomab_grace
						value >= 75
					}
				}
				desc = trait_beauty_grace_4_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_3
						track = abomab_grace
						value >= 50
					}
				}
				desc = trait_beauty_grace_3_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_3
						track = abomab_grace
						value >= 25
					}
				}
				desc = trait_beauty_grace_2_desc
			}
			desc = trait_beauty_grace_1_desc
		}
		
		# Visage (primary)
		first_valid = {
			# No character: nothing here
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = empty_desc
			}
			# Child override
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = no
				}
				desc = trait_beauty_good_child_desc
			}
			# Adult: Visage XP 100 / 75 / 50 / 25
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_3
						track = abomab_visage
						value >= 100
					}
				}
				desc = trait_beauty_visage_5_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_3
						track = abomab_visage
						value >= 75
					}
				}
				desc = trait_beauty_visage_4_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_3
						track = abomab_visage
						value >= 50
					}
				}
				desc = trait_beauty_visage_3_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = beauty_good_3
						track = abomab_visage
						value >= 25
					}
				}
				desc = trait_beauty_visage_2_desc
			}
			desc = trait_beauty_visage_1_desc
		}
	}

	
	tracks = {
		abomab_magnetism = {
			1 = {
				diplomacy = 1
				levy_reinforcement_rate = 0.05
				general_opinion = 5
			}
			25 = {
				diplomacy = 1
				levy_reinforcement_rate = 0.05
				general_opinion = 5
			}
			50 = {
				diplomacy = 1
				levy_reinforcement_rate = 0.05
				general_opinion = 5
			}
			75 = {
				diplomacy = 1
				levy_reinforcement_rate = 0.05
				general_opinion = 5
			}
			100 = {
				diplomacy = 1
				levy_reinforcement_rate = 0.05
				general_opinion = 5
			}
		}
		abomab_grace = {	#Renamed Poise
			1 = {
				intrigue = 1
				legitimacy_gain_mult = 0.05
				owned_scheme_secrecy_add = 5
			}
			25 = {
				intrigue = 1
				legitimacy_gain_mult = 0.05
				owned_scheme_secrecy_add = 5
			}
			50 = {
				intrigue = 1
				legitimacy_gain_mult = 0.05
				owned_scheme_secrecy_add = 5
			}
			75 = {
				intrigue = 1
				legitimacy_gain_mult = 0.05
				owned_scheme_secrecy_add = 5
			}
			100 = {
				intrigue = 1
				legitimacy_gain_mult = 0.05
				owned_scheme_secrecy_add = 5
			}
		}
		abomab_visage = {
			1 = { 
				personal_scheme_phase_duration_add = -10
				attraction_opinion = 5
				monthly_prestige = 0.25
			}
			25 = { 
				personal_scheme_phase_duration_add = -10
				attraction_opinion = 5
				monthly_prestige = 0.25
			}
			50 = { 
				personal_scheme_phase_duration_add = -10
				attraction_opinion = 5
				monthly_prestige = 0.25
			}
			75 = {
				personal_scheme_phase_duration_add = -10
				attraction_opinion = 5
				monthly_prestige = 0.25
			}
			100 = {
				personal_scheme_phase_duration_add = -10
				attraction_opinion = 5
				monthly_prestige = 0.25
			}
		}
	}
}

# Intellect (-1) - Slow
intellect_bad_1 = {
	opposites = {
		shrewd
		intellect_good
		intellect_bad_2 #To prevent multiple tiers of the same congenital trait
		intellect_bad_3
	}
	
	icon = {
		first_valid = {
			triggered_desc = { # If no character exists
				trigger = { NOT = { exists = this } }
				desc = intellect_bad_1.dds
			}
			triggered_desc = {
				trigger = {
					OR = {
						has_trait_xp = {
							trait = intellect_bad_1
							track = abomab_absentminded
							value >= 65
						}
						has_trait_xp = {
							trait = intellect_bad_1
							track = abomab_rigid
							value >= 65
						}
						has_trait_xp = {
							trait = intellect_bad_1
							track = abomab_scattered
							value >= 65
						}
					}
				}
				desc = intellect_bad_2.dds
			}
			desc = intellect_bad_1.dds
		}
	}
	
	name = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_1
						track = abomab_absentminded
						value >= 50
					}
				}
				desc = trait_intellect_absentminded_2
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_1
						track = abomab_rigid
						value >= 50
					}
				}
				desc = trait_intellect_rigid_2
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_1
						track = abomab_scattered
						value >= 50
					}
				}
				desc = trait_intellect_scattered_2
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_1
						track = abomab_absentminded
						value >= 25
					}
				}
				desc = trait_intellect_absentminded_1
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_1
						track = abomab_rigid
						value >= 25
					}
				}
				desc = trait_intellect_rigid_1
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_1
						track = abomab_scattered
						value >= 25
					}
				}
				desc = trait_intellect_scattered_1
			}
			desc = trait_intellect_bad_group
		}
	}
	
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_intellect_bad_1_desc
			}
			#Absentminded
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_1
						track = abomab_absentminded
						value >= 50
					}
				}
				desc = trait_intellect_absentminded_3_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_1
						track = abomab_absentminded
						value >= 25
					}
				}
				desc = trait_intellect_absentminded_2_desc
			}
			desc = trait_intellect_absentminded_1_desc
		}
		
		# Rigid
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = empty_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_1
						track = abomab_rigid
						value >= 50
					}
				}
				desc = trait_intellect_rigid_3_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_1
						track = abomab_rigid
						value >= 25
					}
				}
				desc = trait_intellect_rigid_2_desc
			}
			desc = trait_intellect_rigid_1_desc
		}
		
		# Scattered
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = empty_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_1
						track = abomab_scattered
						value >= 50
					}
				}
				desc = trait_intellect_scattered_3_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_1
						track = abomab_scattered
						value >= 25
					}
				}
				desc = trait_intellect_scattered_2_desc
			}
			desc = trait_intellect_scattered_1_desc
		}
	}

	
	birth = 10
	random_creation = 10
	
	group = intellect_bad
	level = 1	

	ai_rationality = high_negative_ai_value
	
	genetic = yes
	physical = yes
	
	ruler_designer_cost = -10

	compatibility = {
		intellect_bad_1 = @pos_compat_medium
		intellect_bad_2 = @pos_compat_medium
		intellect_bad_3 = @pos_compat_medium
		dull = @pos_compat_medium
		intellect_good_1 = @neg_compat_medium
		intellect_good_2 = @neg_compat_medium
		intellect_good_3 = @neg_compat_medium
		shrewd = @neg_compat_medium
	}
	
	tracks = {
		abomab_absentminded = {
			1 = {
				learning = -1
				scheme_discovery_chance_mult = -0.05
				stress_loss_mult = 0.05
			}
			25 = {
				learning = -1
				scheme_discovery_chance_mult = -0.05
				stress_loss_mult = 0.05
			}
			50 = {
				learning = -1
				scheme_discovery_chance_mult = -0.05
				stress_loss_mult = 0.05
			}
			75 = {
				learning = -1
				scheme_discovery_chance_mult = -0.05
				stress_loss_mult = 0.05
			}
			100 = {
				learning = -1
				scheme_discovery_chance_mult = -0.05
				stress_loss_mult = 0.05
			}
		}
		abomab_rigid = {
			1 = { 
				martial = -1
				min_combat_roll = -1
				monthly_county_control_growth_add = 0.1
			}
			25 = { 
				martial = -1
				min_combat_roll = -1
				monthly_county_control_growth_add = 0.1
			}
			50 = { 
				martial = -1
				min_combat_roll = -1
				monthly_county_control_growth_add = 0.1
			}
			75 = {
				martial = -1
				min_combat_roll = -1
				monthly_county_control_growth_add = 0.1
			}
			100 = {
				martial = -2
				min_combat_roll = -2
				monthly_county_control_growth_add = 0.1
			}
		}
		abomab_scattered = {
			1 = {
				stewardship = -1
				owned_scheme_secrecy_add = -5
				enemy_hostile_scheme_success_chance_add = -2
			}
			25 = {
				stewardship = -1
				owned_scheme_secrecy_add = -5
				enemy_hostile_scheme_success_chance_add = -2
			}
			50 = {
				stewardship = -1
				owned_scheme_secrecy_add = -5
				enemy_hostile_scheme_success_chance_add = -2
			}
			75 = {
				stewardship = -1
				owned_scheme_secrecy_add = -5
				enemy_hostile_scheme_success_chance_add = -2
			}
			100 = {
				stewardship = -2
				owned_scheme_secrecy_add = -10
				enemy_hostile_scheme_success_chance_add = -2
			}
		}
	}
}

# Intellect (-2) - Stupid
intellect_bad_2 = {
	opposites = {
		shrewd
		intellect_good
		intellect_bad_3 #To prevent multiple tiers of the same congenital trait
		intellect_bad_1
	}
	
	icon = {
		first_valid = {
			triggered_desc = { # If no character exists
				trigger = { NOT = { exists = this } }
				desc = intellect_bad_2.dds
			}
			triggered_desc = {
				trigger = {
					OR = {
						has_trait_xp = {
							trait = intellect_bad_2
							track = abomab_absentminded
							value >= 90
						}
						has_trait_xp = {
							trait = intellect_bad_2
							track = abomab_rigid
							value >= 90
						}
						has_trait_xp = {
							trait = intellect_bad_2
							track = abomab_scattered
							value >= 90
						}
					}
				}
				desc = intellect_bad_3.dds
			}
			triggered_desc = {
				trigger = {
					OR = {
						has_trait_xp = {
							trait = intellect_bad_2
							track = abomab_absentminded
							value >= 65
						}
						has_trait_xp = {
							trait = intellect_bad_2
							track = abomab_rigid
							value >= 65
						}
						has_trait_xp = {
							trait = intellect_bad_2
							track = abomab_scattered
							value >= 65
						}
					}
				}
				desc = intellect_bad_2.dds
			}
			desc = intellect_bad_1.dds
		}
	}
	
	name = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_2
						track = abomab_absentminded
						value >= 75
					}
				}
				desc = trait_intellect_absentminded_4
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_2
						track = abomab_rigid
						value >= 75
					}
				}
				desc = trait_intellect_rigid_4
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_2
						track = abomab_scattered
						value >= 75
					}
				}
				desc = trait_intellect_scattered_4
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_2
						track = abomab_absentminded
						value >= 50
					}
				}
				desc = trait_intellect_absentminded_3
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_2
						track = abomab_rigid
						value >= 50
					}
				}
				desc = trait_intellect_rigid_3
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_2
						track = abomab_scattered
						value >= 50
					}
				}
				desc = trait_intellect_scattered_3
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_2
						track = abomab_absentminded
						value >= 25
					}
				}
				desc = trait_intellect_absentminded_2
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_2
						track = abomab_rigid
						value >= 25
					}
				}
				desc = trait_intellect_rigid_2
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_2
						track = abomab_scattered
						value >= 25
					}
				}
				desc = trait_intellect_scattered_2
			}
			desc = trait_intellect_bad_group
		}
	}
	
	desc = {
		# Absentminded
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_intellect_bad_2_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_2
						track = abomab_absentminded
						value >= 100
					}
				}
				desc = trait_intellect_absentminded_5_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_2
						track = abomab_absentminded
						value >= 75
					}
				}
				desc = trait_intellect_absentminded_4_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_2
						track = abomab_absentminded
						value >= 50
					}
				}
				desc = trait_intellect_absentminded_3_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_2
						track = abomab_absentminded
						value >= 25
					}
				}
				desc = trait_intellect_absentminded_2_desc
			}
			desc = trait_intellect_absentminded_1_desc
		}
		
		# Rigid
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = empty_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_2
						track = abomab_rigid
						value >= 100
					}
				}
				desc = trait_intellect_rigid_5_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_2
						track = abomab_rigid
						value >= 75
					}
				}
				desc = trait_intellect_rigid_4_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_2
						track = abomab_rigid
						value >= 50
					}
				}
				desc = trait_intellect_rigid_3_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_2
						track = abomab_rigid
						value >= 25
					}
				}
				desc = trait_intellect_rigid_2_desc
			}
			desc = trait_intellect_rigid_1_desc
		}
		
		# Scattered
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = empty_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_2
						track = abomab_scattered
						value >= 100
					}
				}
				desc = trait_intellect_scattered_5_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_2
						track = abomab_scattered
						value >= 75
					}
				}
				desc = trait_intellect_scattered_4_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_2
						track = abomab_scattered
						value >= 50
					}
				}
				desc = trait_intellect_scattered_3_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_2
						track = abomab_scattered
						value >= 25
					}
				}
				desc = trait_intellect_scattered_2_desc
			}
			desc = trait_intellect_scattered_1_desc
		}
	}

	
	birth = 5
	random_creation = 5

	group = intellect_bad
	level = 2

	ai_rationality = very_high_negative_ai_value
	
	genetic = yes
	physical = yes
	
	ruler_designer_cost = -20

	compatibility = {
		intellect_bad_1 = @pos_compat_medium
		intellect_bad_2 = @pos_compat_medium
		intellect_bad_3 = @pos_compat_medium
		dull = @pos_compat_medium
		intellect_good_1 = @neg_compat_medium
		intellect_good_2 = @neg_compat_medium
		intellect_good_3 = @neg_compat_medium
		shrewd = @neg_compat_medium
	}
	
	tracks = {
		abomab_absentminded = {
			1 = {
				learning = -1
				scheme_discovery_chance_mult = -0.05
				stress_loss_mult = 0.05
			}
			25 = {
				learning = -1
				scheme_discovery_chance_mult = -0.05
				stress_loss_mult = 0.05
			}
			50 = {
				learning = -1
				scheme_discovery_chance_mult = -0.05
				stress_loss_mult = 0.05
			}
			75 = {
				learning = -1
				scheme_discovery_chance_mult = -0.05
				stress_loss_mult = 0.05
			}
			100 = {
				learning = -1
				scheme_discovery_chance_mult = -0.05
				stress_loss_mult = 0.05
			}
		}
		abomab_rigid = {
			1 = { 
				martial = -1
				min_combat_roll = -1
				monthly_county_control_growth_add = 0.10
			}
			25 = { 
				martial = -1
				min_combat_roll = -1
				monthly_county_control_growth_add = 0.1
			}
			50 = { 
				martial = -1
				min_combat_roll = -1
				monthly_county_control_growth_add = 0.1
			}
			75 = {
				martial = -1
				min_combat_roll = -1
				monthly_county_control_growth_add = 0.1
			}
			100 = {
				martial = -2
				min_combat_roll = -2
				monthly_county_control_growth_add = 0.1
			}
		}
		abomab_scattered = {
			1 = {
				stewardship = -1
				owned_scheme_secrecy_add = -5
				enemy_hostile_scheme_success_chance_add = -2
			}
			25 = {
				stewardship = -1
				owned_scheme_secrecy_add = -5
				enemy_hostile_scheme_success_chance_add = -2
			}
			50 = {
				stewardship = -1
				owned_scheme_secrecy_add = -5
				enemy_hostile_scheme_success_chance_add = -2
			}
			75 = {
				stewardship = -1
				owned_scheme_secrecy_add = -5
				enemy_hostile_scheme_success_chance_add = -2
			}
			100 = {
				stewardship = -2
				owned_scheme_secrecy_add = -10
				enemy_hostile_scheme_success_chance_add = -2
			}
		}
	}
}
# Intellect (-3) - Imbecile
intellect_bad_3 = {
	opposites = {
		shrewd
		intellect_good
		intellect_bad_2 #To prevent multiple tiers of the same congenital trait
		intellect_bad_1
	}
	
	icon = {
		first_valid = {
			triggered_desc = { # If no character exists
				trigger = { NOT = { exists = this } }
				desc = intellect_bad_3.dds
			}
			triggered_desc = {
				trigger = {
					OR = {
						has_trait_xp = {
							trait = intellect_bad_3
							track = abomab_absentminded
							value >= 90
						}
						has_trait_xp = {
							trait = intellect_bad_3
							track = abomab_rigid
							value >= 90
						}
						has_trait_xp = {
							trait = intellect_bad_3
							track = abomab_scattered
							value >= 90
						}
					}
				}
				desc = intellect_bad_3.dds
			}
			triggered_desc = {
				trigger = {
					OR = {
						has_trait_xp = {
							trait = intellect_bad_3
							track = abomab_absentminded
							value >= 65
						}
						has_trait_xp = {
							trait = intellect_bad_3
							track = abomab_rigid
							value >= 65
						}
						has_trait_xp = {
							trait = intellect_bad_3
							track = abomab_scattered
							value >= 65
						}
					}
				}
				desc = intellect_bad_2.dds
			}
			desc = intellect_bad_1.dds
		}
	}
	
	name = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_3
						track = abomab_absentminded
						value >= 100
					}
				}
				desc = trait_intellect_absentminded_5
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_3
						track = abomab_rigid
						value >= 100
					}
				}
				desc = trait_intellect_rigid_5
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_3
						track = abomab_scattered
						value >= 100
					}
				}
				desc = trait_intellect_scattered_5
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_3
						track = abomab_absentminded
						value >= 75
					}
				}
				desc = trait_intellect_absentminded_4
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_3
						track = abomab_rigid
						value >= 75
					}
				}
				desc = trait_intellect_rigid_4
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_3
						track = abomab_scattered
						value >= 75
					}
				}
				desc = trait_intellect_scattered_4
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_3
						track = abomab_absentminded
						value >= 50
					}
				}
				desc = trait_intellect_absentminded_3
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_3
						track = abomab_rigid
						value >= 50
					}
				}
				desc = trait_intellect_rigid_3
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_3
						track = abomab_scattered
						value >= 50
					}
				}
				desc = trait_intellect_scattered_3
			}
			desc = trait_intellect_bad_group
		}
	}
	
	desc = {
		# Absentminded
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_intellect_bad_3_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_3
						track = abomab_absentminded
						value >= 100
					}
				}
				desc = trait_intellect_absentminded_5_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_3
						track = abomab_absentminded
						value >= 75
					}
				}
				desc = trait_intellect_absentminded_4_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_3
						track = abomab_absentminded
						value >= 50
					}
				}
				desc = trait_intellect_absentminded_3_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_3
						track = abomab_absentminded
						value >= 25
					}
				}
				desc = trait_intellect_absentminded_2_desc
			}
			desc = trait_intellect_absentminded_1_desc
		}
		
		# Rigid
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = empty_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_3
						track = abomab_rigid
						value >= 100
					}
				}
				desc = trait_intellect_rigid_5_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_3
						track = abomab_rigid
						value >= 75
					}
				}
				desc = trait_intellect_rigid_4_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_3
						track = abomab_rigid
						value >= 50
					}
				}
				desc = trait_intellect_rigid_3_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_3
						track = abomab_rigid
						value >= 25
					}
				}
				desc = trait_intellect_rigid_2_desc
			}
			desc = trait_intellect_rigid_1_desc
		}
		
		# Scattered
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = empty_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_3
						track = abomab_scattered
						value >= 100
					}
				}
				desc = trait_intellect_scattered_5_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_3
						track = abomab_scattered
						value >= 75
					}
				}
				desc = trait_intellect_scattered_4_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_3
						track = abomab_scattered
						value >= 50
					}
				}
				desc = trait_intellect_scattered_3_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_bad_3
						track = abomab_scattered
						value >= 25
					}
				}
				desc = trait_intellect_scattered_2_desc
			}
			desc = trait_intellect_scattered_1_desc
		}
	}

	
	birth = 0.05
	random_creation = 0.05

	group = intellect_bad
	level = 3

	ai_rationality = dominant_negative_ai_value
	
	genetic = yes
	physical = yes
	
	ruler_designer_cost = -45

	compatibility = {
		intellect_bad_1 = @pos_compat_medium
		intellect_bad_2 = @pos_compat_medium
		intellect_bad_3 = @pos_compat_medium
		dull = @pos_compat_medium
		intellect_good_1 = @neg_compat_medium
		intellect_good_2 = @neg_compat_medium
		intellect_good_3 = @neg_compat_medium
		shrewd = @neg_compat_medium
	}
	
	tracks = {
		abomab_absentminded = {
			1 = {
				learning = -1
				scheme_discovery_chance_mult = -0.05
				stress_loss_mult = 0.05
			}
			25 = {
				learning = -1
				scheme_discovery_chance_mult = -0.05
				stress_loss_mult = 0.05
			}
			50 = {
				learning = -1
				scheme_discovery_chance_mult = -0.05
				stress_loss_mult = 0.05
			}
			75 = {
				learning = -1
				scheme_discovery_chance_mult = -0.05
				stress_loss_mult = 0.05
			}
			100 = {
				learning = -1
				scheme_discovery_chance_mult = -0.05
				stress_loss_mult = 0.05
			}
		}
		abomab_rigid = {
			1 = { 
				martial = -1
				min_combat_roll = -1
				monthly_county_control_growth_add = 0.10
			}
			25 = { 
				martial = -1
				min_combat_roll = -1
				monthly_county_control_growth_add = 0.1
			}
			50 = { 
				martial = -1
				min_combat_roll = -1
				monthly_county_control_growth_add = 0.1
			}
			75 = {
				martial = -1
				min_combat_roll = -1
				monthly_county_control_growth_add = 0.1
			}
			100 = {
				martial = -2
				min_combat_roll = -2
				monthly_county_control_growth_add = 0.1
			}
		}
		abomab_scattered = {
			1 = {
				stewardship = -1
				owned_scheme_secrecy_add = -5
				enemy_hostile_scheme_success_chance_add = -2
			}
			25 = {
				stewardship = -1
				owned_scheme_secrecy_add = -5
				enemy_hostile_scheme_success_chance_add = -2
			}
			50 = {
				stewardship = -1
				owned_scheme_secrecy_add = -5
				enemy_hostile_scheme_success_chance_add = -2
			}
			75 = {
				stewardship = -1
				owned_scheme_secrecy_add = -5
				enemy_hostile_scheme_success_chance_add = -2
			}
			100 = {
				stewardship = -2
				owned_scheme_secrecy_add = -10
				enemy_hostile_scheme_success_chance_add = -2
			}
		}
	}
}

# Intellect (+1) - Quick
intellect_good_1 = {
	opposites = {
		dull
		intellect_bad
		intellect_good_2 #To prevent multiple tiers of the same congenital trait
		intellect_good_3
	}
	
	birth = 10
	random_creation = 10

	group = intellect_good
	level = 1

	ai_rationality = high_positive_ai_value
	
	genetic = yes
	good = yes
	physical = yes
	
	ruler_designer_cost = 60
	
	compatibility = {
		intellect_good_1 = @pos_compat_medium
		intellect_good_2 = @pos_compat_medium
		intellect_good_3 = @pos_compat_medium
		shrewd = @pos_compat_medium
		intellect_bad_1 = @neg_compat_medium
		intellect_bad_2 = @neg_compat_medium
		intellect_bad_3 = @neg_compat_medium
		dull = @neg_compat_medium
	}

	icon = {
		first_valid = {
			triggered_desc = { # If no character exists
				trigger = { NOT = { exists = this } }
				desc = intellect_good_1.dds
			}
			triggered_desc = {	
				trigger = {
					OR = {
						has_trait_xp = {
							trait = intellect_good_1
							track = abomab_adaptability
							value >= 65
						}
						has_trait_xp = {
							trait = intellect_good_1
							track = abomab_memory
							value >= 65
						}
						has_trait_xp = {
							trait = intellect_good_1
							track = abomab_focus
							value >= 65
						}
					}
				}
				desc = intellect_good_2.dds
			}
			desc = intellect_good_1.dds
		}
	}

	name = {
		first_valid = {
			# Adaptability (>= 50)
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_good_1
						track = abomab_adaptability
						value >= 50
					}
				}
				desc = trait_intellect_adaptability_2
			}
			# Focus (>= 50)
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_good_1
						track = abomab_focus
						value >= 50
					}
				}
				desc = trait_intellect_focus_2
			}
			# Memory (>= 50)
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_good_1
						track = abomab_memory
						value >= 50
					}
				}
				desc = trait_intellect_memory_2
			}
			
			# Adaptability (>= 25)
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_good_1
						track = abomab_adaptability
						value >= 25
					}
				}
				desc = trait_intellect_adaptability_1
			}
			# Focus (>= 25)
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_good_1
						track = abomab_focus
						value >= 25
					}
				}
				desc = trait_intellect_focus_1
			}
			# Memory (>= 25)
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_good_1
						track = abomab_memory
						value >= 25
					}
				}
				desc = trait_intellect_memory_1
			}
			
			desc = trait_intellect_good_group
		}
	}
	
	desc = {
		# Adaptability (primary)
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOT = { exists = this }
				}
				desc = trait_intellect_good_1_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_good_1
						track = abomab_adaptability
						value >= 50
					}
				}
				desc = trait_intellect_adaptability_3_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_good_1
						track = abomab_adaptability
						value >= 25
					}
				}
				desc = trait_intellect_adaptability_2_desc
			}
			desc = trait_intellect_adaptability_1_desc
		}
		
		# Focus (secondary)
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOT = { exists = this }
				}
				desc = empty_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_good_1
						track = abomab_focus
						value >= 50
					}
				}
				desc = trait_intellect_focus_3_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_good_1
						track = abomab_focus
						value >= 25
					}
				}
				desc = trait_intellect_focus_2_desc
			}
			desc = trait_intellect_focus_1_desc
		}
		
		# Memory (secondary)
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOT = { exists = this }
				}
				desc = empty_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_good_1
						track = abomab_memory
						value >= 50
					}
				}
				desc = trait_intellect_memory_3_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_good_1
						track = abomab_memory
						value >= 25
					}
				}
				desc = trait_intellect_memory_2_desc
			}
			desc = trait_intellect_memory_1_desc
		}
	}

	
	tracks = {
		abomab_adaptability = {
			1 = { 
				martial = 1
				monthly_war_income_mult = 0.05
				monthly_lifestyle_xp_gain_mult = 0.05
			}
			25 = { 
				martial = 1
				monthly_war_income_mult = 0.05
				monthly_lifestyle_xp_gain_mult = 0.05
			}
			50 = { 
				martial = 1
				monthly_war_income_mult = 0.05
				monthly_lifestyle_xp_gain_mult = 0.05
			}
			75 = {
				martial = 1
				monthly_war_income_mult = 0.05
				monthly_lifestyle_xp_gain_mult = 0.05
			}
			100 = {
				martial = 1
				monthly_war_income_mult = 0.05
				monthly_lifestyle_xp_gain_mult = 0.05
			}
		}
		abomab_focus = {
			1 = {
				stewardship = 1
				development_growth_factor = 0.05
				owned_scheme_secrecy_add = 5
			}
			25 = {
				stewardship = 1
				development_growth_factor = 0.05
				owned_scheme_secrecy_add = 5
			}
			50 = {
				stewardship = 1
				development_growth_factor = 0.05
				owned_scheme_secrecy_add = 5
			}
			75 = {
				stewardship = 1
				development_growth_factor = 0.05
				owned_scheme_secrecy_add = 5
			}
			100 = {
				stewardship = 1
				development_growth_factor = 0.05
				owned_scheme_secrecy_add = 5
			}
		}
		abomab_memory = {
			1 = {
				learning = 1
				epidemic_resistance = 2
				scheme_discovery_chance_mult = 0.05
			}
			25 = {
				learning = 1
				epidemic_resistance = 2
				scheme_discovery_chance_mult = 0.05
			}
			50 = {
				learning = 1
				epidemic_resistance = 2
				scheme_discovery_chance_mult = 0.05
			}
			75 = {
				learning = 1
				epidemic_resistance = 2
				scheme_discovery_chance_mult = 0.05
			}
			100 = {
				learning = 1
				epidemic_resistance = 2
				scheme_discovery_chance_mult = 0.05
			}
		}
	}
}

# Intellect (+2) - Intelligent
intellect_good_2 = {
	opposites = {
		dull
		intellect_bad
		intellect_good_3 #To prevent multiple tiers of the same congenital trait
		intellect_good_1
	}
	
	birth = 5
	random_creation = 5

	group = intellect_good
	level = 2

	ai_rationality = very_high_positive_ai_value
	
	genetic = yes
	good = yes
	physical = yes
	
	ruler_designer_cost = 120
	
	compatibility = {
		intellect_good_1 = @pos_compat_medium
		intellect_good_2 = @pos_compat_medium
		intellect_good_3 = @pos_compat_medium
		shrewd = @pos_compat_medium
		intellect_bad_1 = @neg_compat_medium
		intellect_bad_2 = @neg_compat_medium
		intellect_bad_3 = @neg_compat_medium
		dull = @neg_compat_medium
	}

	icon = {
		first_valid = {
			triggered_desc = { # If no character exists
				trigger = { NOT = { exists = this } }
				desc = intellect_good_2.dds
			}
			triggered_desc = {	
				trigger = {
					OR = {
						has_trait_xp = {
							trait = intellect_good_2
							track = abomab_adaptability
							value >= 90
						}
						has_trait_xp = {
							trait = intellect_good_2
							track = abomab_memory
							value >= 90
						}
						has_trait_xp = {
							trait = intellect_good_2
							track = abomab_focus
							value >= 90
						}
					}
				}
				desc = intellect_good_3.dds
			}
			triggered_desc = {	
				trigger = {
					OR = {
						has_trait_xp = {
							trait = intellect_good_2
							track = abomab_adaptability
							value >= 65
						}
						has_trait_xp = {
							trait = intellect_good_2
							track = abomab_memory
							value >= 65
						}
						has_trait_xp = {
							trait = intellect_good_2
							track = abomab_focus
							value >= 65
						}
					}
				}
				desc = intellect_good_2.dds
			}
			desc = intellect_good_1.dds
		}
	}

	name = {
		first_valid = {
			# Adaptability
			triggered_desc = {
				trigger = {
					exists = this
					has_trait_xp = {
						trait = intellect_good_2
						track = abomab_adaptability
						value >= 75
					}
				}
				desc = trait_intellect_adaptability_4
			}
			# Focus
			triggered_desc = {
				trigger = {
					exists = this
					has_trait_xp = {
						trait = intellect_good_2
						track = abomab_focus
						value >= 75
					}
				}
				desc = trait_intellect_focus_4
			}
			# Memory
			triggered_desc = {
				trigger = {
					exists = this
					has_trait_xp = {
						trait = intellect_good_2
						track = abomab_memory
						value >= 75
					}
				}
				desc = trait_intellect_memory_4
			}
			
			# Adaptability (Tier 3)
			triggered_desc = {
				trigger = {
					exists = this
					has_trait_xp = {
						trait = intellect_good_2
						track = abomab_adaptability
						value >= 50
					}
				}
				desc = trait_intellect_adaptability_3
			}
			# Focus (Tier 3)
			triggered_desc = {
				trigger = {
					exists = this
					has_trait_xp = {
						trait = intellect_good_2
						track = abomab_focus
						value >= 50
					}
				}
				desc = trait_intellect_focus_3
			}
			# Memory (Tier 3)
			triggered_desc = {
				trigger = {
					exists = this
					has_trait_xp = {
						trait = intellect_good_2
						track = abomab_memory
						value >= 50
					}
				}
				desc = trait_intellect_memory_3
			}
			
			# Adaptability (Tier 2)
			triggered_desc = {
				trigger = {
					exists = this
					has_trait_xp = {
						trait = intellect_good_2
						track = abomab_adaptability
						value >= 25
					}
				}
				desc = trait_intellect_adaptability_2
			}
			# Focus (Tier 2)
			triggered_desc = {
				trigger = {
					exists = this
					has_trait_xp = {
						trait = intellect_good_2
						track = abomab_focus
						value >= 25
					}
				}
				desc = trait_intellect_focus_2
			}
			# Memory (Tier 2)
			triggered_desc = {
				trigger = {
					exists = this
					has_trait_xp = {
						trait = intellect_good_2
						track = abomab_memory
						value >= 25
					}
				}
				desc = trait_intellect_memory_2
			}
			
			desc = trait_intellect_good_group
		}
	}
	
	desc = {
		# Adaptability (primary)
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_intellect_good_2_desc
			}
			triggered_desc = {
				trigger = {
					exists = this
					has_trait_xp = {
						trait = intellect_good_2
						track = abomab_adaptability
						value >= 100
					}
				}
				desc = trait_intellect_adaptability_5_desc
			}
			triggered_desc = {
				trigger = {
					exists = this
					has_trait_xp = {
						trait = intellect_good_2
						track = abomab_adaptability
						value >= 75
					}
				}
				desc = trait_intellect_adaptability_4_desc
			}
			triggered_desc = {
				trigger = {
					exists = this
					has_trait_xp = {
						trait = intellect_good_2
						track = abomab_adaptability
						value >= 50
					}
				}
				desc = trait_intellect_adaptability_3_desc
			}
			triggered_desc = {
				trigger = {
					exists = this
					has_trait_xp = {
						trait = intellect_good_2
						track = abomab_adaptability
						value >= 25
					}
				}
				desc = trait_intellect_adaptability_2_desc
			}
			desc = trait_intellect_adaptability_1_desc
		}
		
		# Focus (secondary)
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = empty_desc
			}
			triggered_desc = {
				trigger = {
					exists = this
					has_trait_xp = {
						trait = intellect_good_2
						track = abomab_focus
						value >= 100
					}
				}
				desc = trait_intellect_focus_5_desc
			}
			triggered_desc = {
				trigger = {
					exists = this
					has_trait_xp = {
						trait = intellect_good_2
						track = abomab_focus
						value >= 75
					}
				}
				desc = trait_intellect_focus_4_desc
			}
			triggered_desc = {
				trigger = {
					exists = this
					has_trait_xp = {
						trait = intellect_good_2
						track = abomab_focus
						value >= 50
					}
				}
				desc = trait_intellect_focus_3_desc
			}
			triggered_desc = {
				trigger = {
					exists = this
					has_trait_xp = {
						trait = intellect_good_2
						track = abomab_focus
						value >= 25
					}
				}
				desc = trait_intellect_focus_2_desc
			}
			desc = trait_intellect_focus_1_desc
		}
		
		# Memory (secondary)
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = empty_desc
			}
			triggered_desc = {
				trigger = {
					exists = this
					has_trait_xp = {
						trait = intellect_good_2
						track = abomab_memory
						value >= 100
					}
				}
				desc = trait_intellect_memory_5_desc
			}
			triggered_desc = {
				trigger = {
					exists = this
					has_trait_xp = {
						trait = intellect_good_2
						track = abomab_memory
						value >= 75
					}
				}
				desc = trait_intellect_memory_4_desc
			}
			triggered_desc = {
				trigger = {
					exists = this
					has_trait_xp = {
						trait = intellect_good_2
						track = abomab_memory
						value >= 50
					}
				}
				desc = trait_intellect_memory_3_desc
			}
			triggered_desc = {
				trigger = {
					exists = this
					has_trait_xp = {
						trait = intellect_good_2
						track = abomab_memory
						value >= 25
					}
				}
				desc = trait_intellect_memory_2_desc
			}
			desc = trait_intellect_memory_1_desc
		}
	}

	
	tracks = {
		abomab_adaptability = {
			1 = { 
				martial = 1
				monthly_war_income_mult = 0.05
				monthly_lifestyle_xp_gain_mult = 0.05
			}
			25 = { 
				martial = 1
				monthly_war_income_mult = 0.05
				monthly_lifestyle_xp_gain_mult = 0.05
			}
			50 = { 
				martial = 1
				monthly_war_income_mult = 0.05
				monthly_lifestyle_xp_gain_mult = 0.05
			}
			75 = {
				martial = 1
				monthly_war_income_mult = 0.05
				monthly_lifestyle_xp_gain_mult = 0.05
			}
			100 = {
				martial = 1
				monthly_war_income_mult = 0.05
				monthly_lifestyle_xp_gain_mult = 0.05
			}
		}
		abomab_focus = {
			1 = {
				stewardship = 1
				development_growth_factor = 0.05
				owned_scheme_secrecy_add = 5
			}
			25 = {
				stewardship = 1
				development_growth_factor = 0.05
				owned_scheme_secrecy_add = 5
			}
			50 = {
				stewardship = 1
				development_growth_factor = 0.05
				owned_scheme_secrecy_add = 5
			}
			75 = {
				stewardship = 1
				development_growth_factor = 0.05
				owned_scheme_secrecy_add = 5
			}
			100 = {
				stewardship = 1
				development_growth_factor = 0.05
				owned_scheme_secrecy_add = 5
			}
		}
		abomab_memory = {
			1 = {
				learning = 1
				epidemic_resistance = 2
				scheme_discovery_chance_mult = 0.05
			}
			25 = {
				learning = 1
				epidemic_resistance = 2
				scheme_discovery_chance_mult = 0.05
			}
			50 = {
				learning = 1
				epidemic_resistance = 2
				scheme_discovery_chance_mult = 0.05
			}
			75 = {
				learning = 1
				epidemic_resistance = 2
				scheme_discovery_chance_mult = 0.05
			}
			100 = {
				learning = 1
				epidemic_resistance = 2
				scheme_discovery_chance_mult = 0.05
			}
		}
	}
}

# Intellect (+3) - Genius
intellect_good_3 = {
	opposites = {
		dull
		intellect_bad
		intellect_good_2 #To prevent multiple tiers of the same congenital trait
		intellect_good_1
	}
	
	birth = 0.05
	random_creation = 0.05

	group = intellect_good
	level = 3
	
	ai_rationality = dominant_positive_ai_value
	
	genetic = yes
	good = yes
	physical = yes
	
	ruler_designer_cost = 180
	
	compatibility = {
		intellect_good_1 = @pos_compat_medium
		intellect_good_2 = @pos_compat_medium
		intellect_good_3 = @pos_compat_medium
		shrewd = @pos_compat_medium
		intellect_bad_1 = @neg_compat_medium
		intellect_bad_2 = @neg_compat_medium
		intellect_bad_3 = @neg_compat_medium
		dull = @neg_compat_medium
	}

	icon = {
		first_valid = {
			triggered_desc = { # If no character exists
				trigger = { NOT = { exists = this } }
				desc = intellect_good_3.dds
			}
			triggered_desc = {	
				trigger = {
					OR = {
						has_trait_xp = {
							trait = intellect_good_3
							track = abomab_adaptability
							value >= 90
						}
						has_trait_xp = {
							trait = intellect_good_3
							track = abomab_memory
							value >= 90
						}
						has_trait_xp = {
							trait = intellect_good_3
							track = abomab_focus
							value >= 90
						}
					}
				}
				desc = intellect_good_3.dds
			}
			triggered_desc = {	
				trigger = {
					OR = {
						has_trait_xp = {
							trait = intellect_good_3
							track = abomab_adaptability
							value >= 65
						}
						has_trait_xp = {
							trait = intellect_good_3
							track = abomab_memory
							value >= 65
						}
						has_trait_xp = {
							trait = intellect_good_3
							track = abomab_focus
							value >= 65
						}
					}
				}
				desc = intellect_good_2.dds
			}
			desc = intellect_good_1.dds
		}
	}

	name = {
		first_valid = {
			# Adaptability
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_good_3
						track = abomab_adaptability
						value >= 100
					}
				}
				desc = trait_intellect_adaptability_5
			}
			# Memory
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_good_3
						track = abomab_memory
						value >= 100
					}
				}
				desc = trait_intellect_memory_5
			}
			# Focus
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_good_3
						track = abomab_focus
						value >= 100
					}
				}
				desc = trait_intellect_focus_5
			}
			
			# Adaptability (Tier 4)
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_good_3
						track = abomab_adaptability
						value >= 75
					}
				}
				desc = trait_intellect_adaptability_4
			}
			# Memory (Tier 4)
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_good_3
						track = abomab_memory
						value >= 75
					}
				}
				desc = trait_intellect_memory_4
			}
			# Focus (Tier 4)
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_good_3
						track = abomab_focus
						value >= 75
					}
				}
				desc = trait_intellect_focus_4
			}
			
			# Adaptability (Tier 3)
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_good_3
						track = abomab_adaptability
						value >= 50
					}
				}
				desc = trait_intellect_adaptability_3
			}
			# Memory (Tier 3)
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_good_3
						track = abomab_memory
						value >= 50
					}
				}
				desc = trait_intellect_memory_3
			}
			# Focus (Tier 3)
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_good_3
						track = abomab_focus
						value >= 50
					}
				}
				desc = trait_intellect_focus_3
			}
			
			desc = trait_intellect_good_group
		}
	}
	
	desc = {
		# Adaptability
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOT = { exists = this }
				}
				desc = trait_intellect_good_3_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_good_3
						track = abomab_adaptability
						value >= 100
					}
				}
				desc = trait_intellect_adaptability_5_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_good_3
						track = abomab_adaptability
						value >= 75
					}
				}
				desc = trait_intellect_adaptability_4_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_good_3
						track = abomab_adaptability
						value >= 50
					}
				}
				desc = trait_intellect_adaptability_3_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_good_3
						track = abomab_adaptability
						value >= 25
					}
				}
				desc = trait_intellect_adaptability_2_desc
			}
			desc = trait_intellect_adaptability_1_desc
		}
		
		# Focus
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOT = { exists = this }
				}
				desc = empty_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_good_3
						track = abomab_focus
						value >= 100
					}
				}
				desc = trait_intellect_focus_5_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_good_3
						track = abomab_focus
						value >= 75
					}
				}
				desc = trait_intellect_focus_4_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_good_3
						track = abomab_focus
						value >= 50
					}
				}
				desc = trait_intellect_focus_3_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_good_3
						track = abomab_focus
						value >= 25
					}
				}
				desc = trait_intellect_focus_2_desc
			}
			desc = trait_intellect_focus_1_desc
		}
		
		# Memory
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOT = { exists = this }
				}
				desc = empty_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_good_3
						track = abomab_memory
						value >= 100
					}
				}
				desc = trait_intellect_memory_5_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_good_3
						track = abomab_memory
						value >= 75
					}
				}
				desc = trait_intellect_memory_4_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_good_3
						track = abomab_memory
						value >= 50
					}
				}
				desc = trait_intellect_memory_3_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = intellect_good_3
						track = abomab_memory
						value >= 25
					}
				}
				desc = trait_intellect_memory_2_desc
			}
			desc = trait_intellect_memory_1_desc
		}
	}

	
	tracks = {
		abomab_adaptability = {
			1 = { 
				martial = 1
				monthly_war_income_mult = 0.05
				monthly_lifestyle_xp_gain_mult = 0.05
			}
			25 = { 
				martial = 1
				monthly_war_income_mult = 0.05
				monthly_lifestyle_xp_gain_mult = 0.05
			}
			50 = { 
				martial = 1
				monthly_war_income_mult = 0.05
				monthly_lifestyle_xp_gain_mult = 0.05
			}
			75 = {
				martial = 1
				monthly_war_income_mult = 0.05
				monthly_lifestyle_xp_gain_mult = 0.05
			}
			100 = {
				martial = 1
				monthly_war_income_mult = 0.05
				monthly_lifestyle_xp_gain_mult = 0.05
			}
		}
		abomab_focus = {
			1 = {
				stewardship = 1
				development_growth_factor = 0.05
				owned_scheme_secrecy_add = 5
			}
			25 = {
				stewardship = 1
				development_growth_factor = 0.05
				owned_scheme_secrecy_add = 5
			}
			50 = {
				stewardship = 1
				development_growth_factor = 0.05
				owned_scheme_secrecy_add = 5
			}
			75 = {
				stewardship = 1
				development_growth_factor = 0.05
				owned_scheme_secrecy_add = 5
			}
			100 = {
				stewardship = 1
				development_growth_factor = 0.05
				owned_scheme_secrecy_add = 5
			}
		}
		abomab_memory = {
			1 = {
				learning = 1
				epidemic_resistance = 2
				scheme_discovery_chance_mult = 0.05
			}
			25 = {
				learning = 1
				epidemic_resistance = 2
				scheme_discovery_chance_mult = 0.05
			}
			50 = {
				learning = 1
				epidemic_resistance = 2
				scheme_discovery_chance_mult = 0.05
			}
			75 = {
				learning = 1
				epidemic_resistance = 2
				scheme_discovery_chance_mult = 0.05
			}
			100 = {
				learning = 1
				epidemic_resistance = 2
				scheme_discovery_chance_mult = 0.05
			}
		}
	}
}

# Physique (-1) - Delicate
physique_bad_1 = {
	opposites = {
		strong
		physique_good
		physique_bad_2
		physique_bad_3
	}
	
	birth = 10
	random_creation = 10

	group = physique_bad
	level = 1
	
	ruler_designer_cost = -15
	
	culture_modifier = {
		parameter = weak_traits_looked_down_upon
		same_culture_opinion = -10
	}
	
	icon = {
		first_valid = {
			triggered_desc = { # If no character exists
				trigger = { NOT = { exists = this } }
				desc = physique_bad_1.dds
			}
			triggered_desc = {
				trigger = {
					OR = {
						has_trait_xp = {
							trait = physique_bad_1
							track = abomab_brittle
							value >= 65
						}
						has_trait_xp = {
							trait = physique_bad_1
							track = abomab_inept
							value >= 65
						}
						has_trait_xp = {
							trait = physique_bad_1
							track = abomab_withered
							value >= 65
						}
					}
				}
				desc = physique_bad_2.dds
			}
			desc = physique_bad_1.dds
		}
	}

	name = {
		first_valid = {
			# Brittle
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_1
						track = abomab_brittle
						value >= 50
					}
				}
				desc = trait_physique_brittle_2
			}
			# Inept
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_1
						track = abomab_inept
						value >= 50
					}
				}
				desc = trait_physique_inept_2
			}
			# Withered
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_1
						track = abomab_withered
						value >= 50
					}
				}
				desc = trait_physique_withered_2
			}
			
			# Brittle (Tier 1)
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_1
						track = abomab_brittle
						value >= 25
					}
				}
				desc = trait_physique_brittle_1
			}
			# Inept (Tier 1)
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_1
						track = abomab_inept
						value >= 25
					}
				}
				desc = trait_physique_inept_1
			}
			# Withered (Tier 1)
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_1
						track = abomab_withered
						value >= 25
					}
				}
				desc = trait_physique_withered_1
			}
			
			desc = trait_physique_bad_group
		}
	}
	
	desc = {
		# Brittle
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_physique_bad_1_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_1
						track = abomab_brittle
						value >= 50
					}
				}
				desc = trait_physique_brittle_3_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_1
						track = abomab_brittle
						value >= 25
					}
				}
				desc = trait_physique_brittle_2_desc
			}
			desc = trait_physique_brittle_1_desc
		}
		
		# Inept
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = empty_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_1
						track = abomab_inept
						value >= 50
					}
				}
				desc = trait_physique_inept_3_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_1
						track = abomab_inept
						value >= 25
					}
				}
				desc = trait_physique_inept_2_desc
			}
			desc = trait_physique_inept_1_desc
		}
		
		# Withered
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = empty_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_1
						track = abomab_withered
						value >= 50
					}
				}
				desc = trait_physique_withered_3_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_1
						track = abomab_withered
						value >= 25
					}
				}
				desc = trait_physique_withered_2_desc
			}
			desc = trait_physique_withered_1_desc
		}
	}


	ai_energy = -10
	
	genetic = yes
	physical = yes
	
	tracks = {
		abomab_brittle = {
			1 = {
				health = -0.25
				life_expectancy = -2
				monthly_lifestyle_xp_gain_mult = 0.05	#Short life, rushes to learn
			}
			25 = {
				health = -0.25
				life_expectancy = -2
				monthly_lifestyle_xp_gain_mult = 0.05	#Short life, rushes to learn
			}
			50 = {
				health = -0.25
				life_expectancy = -2
				monthly_lifestyle_xp_gain_mult = 0.05	#Short life, rushes to learn
			}
			75 = {
				health = -0.25
				life_expectancy = -2
				monthly_lifestyle_xp_gain_mult = 0.05	#Short life, rushes to learn
			}
			100 = {
				health = -0.25
				life_expectancy = -2
				monthly_lifestyle_xp_gain_mult = 0.05	#Short life, rushes to learn
			}
		}
		abomab_inept = {
			1 = {
				max_combat_roll = -1
				enemy_hostile_scheme_success_chance_add = 2
				castle_holding_build_speed = -0.05
			}
			25 = {
				max_combat_roll = -1
				enemy_hostile_scheme_success_chance_add = 2
				castle_holding_build_speed = -0.05
			}
			50 = {
				max_combat_roll = -1
				enemy_hostile_scheme_success_chance_add = 2
				castle_holding_build_speed = -0.05
			}
			75 = {
				max_combat_roll = -1
				enemy_hostile_scheme_success_chance_add = 2
				castle_holding_build_speed = -0.05
			}
			100 = {
				max_combat_roll = -1
				enemy_hostile_scheme_success_chance_add = 2
				castle_holding_build_speed = -0.05
			}
		}
		abomab_withered = {
			1 = { 
				prowess = -1
				dread_baseline_add = -5
				knight_effectiveness_per_learning = 0.001
			}
			25 = { 
				prowess = -1
				dread_baseline_add = -5
				knight_effectiveness_per_learning = 0.001
			}
			50 = { 
				prowess = -1
				dread_baseline_add = -5
				knight_effectiveness_per_learning = 0.001
			}
			75 = {
				prowess = -1
				dread_baseline_add = -5
				knight_effectiveness_per_learning = 0.001
			}
			100 = {
				prowess = -1
				dread_baseline_add = -5
				knight_effectiveness_per_learning = 0.001
			}
		}
	}
}

# Physique (-2) - abomab_brittle
physique_bad_2 = {
	opposites = {
		strong
		physique_good
		physique_bad_3
		physique_bad_1
	}
	
	birth = 5
	random_creation = 5

	group = physique_bad
	level = 2
	
	culture_modifier = {
		parameter = weak_traits_looked_down_upon
		same_culture_opinion = -15
	}
	
	ruler_designer_cost = -30
	
	icon = {
		first_valid = {
			triggered_desc = { # If no character exists
				trigger = { NOT = { exists = this } }
				desc = physique_bad_2.dds
			}
			triggered_desc = {
				trigger = {
					OR = {
						has_trait_xp = {
							trait = physique_bad_2
							track = abomab_brittle
							value >= 90
						}
						has_trait_xp = {
							trait = physique_bad_2
							track = abomab_inept
							value >= 90
						}
						has_trait_xp = {
							trait = physique_bad_2
							track = abomab_withered
							value >= 90
						}
					}
				}
				desc = physique_bad_3.dds
			}
			triggered_desc = {
				trigger = {
					OR = {
						has_trait_xp = {
							trait = physique_bad_2
							track = abomab_brittle
							value >= 65
						}
						has_trait_xp = {
							trait = physique_bad_2
							track = abomab_inept
							value >= 65
						}
						has_trait_xp = {
							trait = physique_bad_2
							track = abomab_withered
							value >= 65
						}
					}
				}
				desc = physique_bad_2.dds
			}
			desc = physique_bad_1.dds
		}
	}
	
	name = {
		first_valid = {
			# Brittle
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_2
						track = abomab_brittle
						value >= 75
					}
				}
				desc = trait_physique_brittle_4
			}
			# Inept
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_2
						track = abomab_inept
						value >= 75
					}
				}
				desc = trait_physique_inept_4
			}
			# Withered
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_2
						track = abomab_withered
						value >= 75
					}
				}
				desc = trait_physique_withered_4
			}
			
			# Brittle (Tier 3)
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_2
						track = abomab_brittle
						value >= 50
					}
				}
				desc = trait_physique_brittle_3
			}
			# Inept (Tier 3)
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_2
						track = abomab_inept
						value >= 50
					}
				}
				desc = trait_physique_inept_3
			}
			# Withered (Tier 3)
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_2
						track = abomab_withered
						value >= 50
					}
				}
				desc = trait_physique_withered_3
			}
			
			# Brittle (Tier 2)
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_2
						track = abomab_brittle
						value >= 25
					}
				}
				desc = trait_physique_brittle_2
			}
			# Inept (Tier 2)
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_2
						track = abomab_inept
						value >= 25
					}
				}
				desc = trait_physique_inept_2
			}
			# Withered (Tier 2)
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_2
						track = abomab_withered
						value >= 25
					}
				}
				desc = trait_physique_withered_2
			}
			
			desc = trait_physique_bad_group
		}
	}
	
	desc = {
		# Brittle
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_physique_bad_2_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_2
						track = abomab_brittle
						value >= 100
					}
				}
				desc = trait_physique_brittle_5_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_2
						track = abomab_brittle
						value >= 75
					}
				}
				desc = trait_physique_brittle_4_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_2
						track = abomab_brittle
						value >= 50
					}
				}
				desc = trait_physique_brittle_3_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_2
						track = abomab_brittle
						value >= 25
					}
				}
				desc = trait_physique_brittle_2_desc
			}
			desc = trait_physique_brittle_1_desc
		}
		
		# Inept
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = empty_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_2
						track = abomab_inept
						value >= 100
					}
				}
				desc = trait_physique_inept_5_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_2
						track = abomab_inept
						value >= 75
					}
				}
				desc = trait_physique_inept_4_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_2
						track = abomab_inept
						value >= 50
					}
				}
				desc = trait_physique_inept_3_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_2
						track = abomab_inept
						value >= 25
					}
				}
				desc = trait_physique_inept_2_desc
			}
			desc = trait_physique_inept_1_desc
		}
		
		# Withered
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = empty_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_2
						track = abomab_withered
						value >= 100
					}
				}
				desc = trait_physique_withered_5_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_2
						track = abomab_withered
						value >= 75
					}
				}
				desc = trait_physique_withered_4_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_2
						track = abomab_withered
						value >= 50
					}
				}
				desc = trait_physique_withered_3_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_2
						track = abomab_withered
						value >= 25
					}
				}
				desc = trait_physique_withered_2_desc
			}
			desc = trait_physique_withered_1_desc
		}
	}

	ai_energy = -20
	
	genetic = yes
	physical = yes
	
	tracks = {
		abomab_brittle = {
			1 = {
				health = -0.25
				life_expectancy = -2
				monthly_lifestyle_xp_gain_mult = 0.05	#Short life, rushes to learn
			}
			25 = {
				health = -0.25
				life_expectancy = -2
				monthly_lifestyle_xp_gain_mult = 0.05	#Short life, rushes to learn
			}
			50 = {
				health = -0.25
				life_expectancy = -2
				monthly_lifestyle_xp_gain_mult = 0.05	#Short life, rushes to learn
			}
			75 = {
				health = -0.25
				life_expectancy = -2
				monthly_lifestyle_xp_gain_mult = 0.05	#Short life, rushes to learn
			}
			100 = {
				health = -0.25
				life_expectancy = -2
				monthly_lifestyle_xp_gain_mult = 0.05	#Short life, rushes to learn
			}
		}
		abomab_inept = {
			1 = {
				max_combat_roll = -1
				enemy_hostile_scheme_success_chance_add = 2
				castle_holding_build_speed = -0.05
			}
			25 = {
				max_combat_roll = -1
				enemy_hostile_scheme_success_chance_add = 2
				castle_holding_build_speed = -0.05
			}
			50 = {
				max_combat_roll = -1
				enemy_hostile_scheme_success_chance_add = 2
				castle_holding_build_speed = -0.05
			}
			75 = {
				max_combat_roll = -1
				enemy_hostile_scheme_success_chance_add = 2
				castle_holding_build_speed = -0.05
			}
			100 = {
				max_combat_roll = -1
				enemy_hostile_scheme_success_chance_add = 2
				castle_holding_build_speed = -0.05
			}
		}
		abomab_withered = {
			1 = { 
				prowess = -1
				dread_baseline_add = -5
				knight_effectiveness_per_learning = 0.001
			}
			25 = { 
				prowess = -1
				dread_baseline_add = -5
				knight_effectiveness_per_learning = 0.001
			}
			50 = { 
				prowess = -1
				dread_baseline_add = -5
				knight_effectiveness_per_learning = 0.001
			}
			75 = {
				prowess = -1
				dread_baseline_add = -5
				knight_effectiveness_per_learning = 0.001
			}
			100 = {
				prowess = -1
				dread_baseline_add = -5
				knight_effectiveness_per_learning = 0.001
			}
		}
	}
}

# Physique (-3) - abomab_withered
physique_bad_3 = {
	opposites = {
		strong
		physique_good
		physique_bad_2
		physique_bad_1
	}
	
	birth = 1
	random_creation = 1
	
	culture_modifier = {
		parameter = weak_traits_looked_down_upon
		same_culture_opinion = -20
	}

	group = physique_bad
	level = 3
	
	ruler_designer_cost = -45
	
	icon = {
		first_valid = {
			triggered_desc = { # If no character exists
				trigger = { NOT = { exists = this } }
				desc = physique_bad_3.dds
			}
			triggered_desc = {
				trigger = {
					OR = {
						has_trait_xp = {
							trait = physique_bad_3
							track = abomab_brittle
							value >= 90
						}
						has_trait_xp = {
							trait = physique_bad_3
							track = abomab_inept
							value >= 90
						}
						has_trait_xp = {
							trait = physique_bad_3
							track = abomab_withered
							value >= 90
						}
					}
				}
				desc = physique_bad_3.dds
			}
			triggered_desc = {
				trigger = {
					OR = {
						has_trait_xp = {
							trait = physique_bad_3
							track = abomab_brittle
							value >= 65
						}
						has_trait_xp = {
							trait = physique_bad_3
							track = abomab_inept
							value >= 65
						}
						has_trait_xp = {
							trait = physique_bad_3
							track = abomab_withered
							value >= 65
						}
					}
				}
				desc = physique_bad_2.dds
			}
			desc = physique_bad_1.dds
		}
	}
	
	name = {
		first_valid = {
			# Brittle
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_3
						track = abomab_brittle
						value >= 100
					}
				}
				desc = trait_physique_brittle_5
			}
			# Inept
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_3
						track = abomab_inept
						value >= 100
					}
				}
				desc = trait_physique_inept_5
			}
			# Withered
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_3
						track = abomab_withered
						value >= 100
					}
				}
				desc = trait_physique_withered_5
			}
			
			# Brittle (Tier 4)
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_3
						track = abomab_brittle
						value >= 75
					}
				}
				desc = trait_physique_brittle_4
			}
			# Inept (Tier 4)
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_3
						track = abomab_inept
						value >= 75
					}
				}
				desc = trait_physique_inept_4
			}
			# Withered (Tier 4)
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_3
						track = abomab_withered
						value >= 75
					}
				}
				desc = trait_physique_withered_4
			}
			
			# Brittle (Tier 3)
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_3
						track = abomab_brittle
						value >= 50
					}
				}
				desc = trait_physique_brittle_3
			}
			# Inept (Tier 3)
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_3
						track = abomab_inept
						value >= 50
					}
				}
				desc = trait_physique_inept_3
			}
			# Withered (Tier 3)
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_3
						track = abomab_withered
						value >= 50
					}
				}
				desc = trait_physique_withered_3
			}
			
			desc = trait_physique_bad_group
		}
	}
	
	desc = {
		# Brittle
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_physique_bad_3_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_3
						track = abomab_brittle
						value >= 100
					}
				}
				desc = trait_physique_brittle_5_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_3
						track = abomab_brittle
						value >= 75
					}
				}
				desc = trait_physique_brittle_4_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_3
						track = abomab_brittle
						value >= 50
					}
				}
				desc = trait_physique_brittle_3_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_3
						track = abomab_brittle
						value >= 25
					}
				}
				desc = trait_physique_brittle_2_desc
			}
			desc = trait_physique_brittle_1_desc
		}
		
		# Inept
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = empty_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_3
						track = abomab_inept
						value >= 100
					}
				}
				desc = trait_physique_inept_5_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_3
						track = abomab_inept
						value >= 75
					}
				}
				desc = trait_physique_inept_4_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_3
						track = abomab_inept
						value >= 50
					}
				}
				desc = trait_physique_inept_3_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_3
						track = abomab_inept
						value >= 25
					}
				}
				desc = trait_physique_inept_2_desc
			}
			desc = trait_physique_inept_1_desc
		}
		
		# Withered
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = empty_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_3
						track = abomab_withered
						value >= 100
					}
				}
				desc = trait_physique_withered_5_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_3
						track = abomab_withered
						value >= 75
					}
				}
				desc = trait_physique_withered_4_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_3
						track = abomab_withered
						value >= 50
					}
				}
				desc = trait_physique_withered_3_desc
			}
			triggered_desc = { 
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_bad_3
						track = abomab_withered
						value >= 25
					}
				}
				desc = trait_physique_withered_2_desc
			}
			desc = trait_physique_withered_1_desc
		}
	}


	ai_energy = -30
	
	genetic = yes
	physical = yes
	
	tracks = {
		abomab_brittle = {
			1 = {
				health = -0.25
				life_expectancy = -2
				monthly_lifestyle_xp_gain_mult = 0.05	#Short life, rushes to learn
			}
			25 = {
				health = -0.25
				life_expectancy = -2
				monthly_lifestyle_xp_gain_mult = 0.05	#Short life, rushes to learn
			}
			50 = {
				health = -0.25
				life_expectancy = -2
				monthly_lifestyle_xp_gain_mult = 0.05	#Short life, rushes to learn
			}
			75 = {
				health = -0.25
				life_expectancy = -2
				monthly_lifestyle_xp_gain_mult = 0.05	#Short life, rushes to learn
			}
			100 = {
				health = -0.25
				life_expectancy = -2
				monthly_lifestyle_xp_gain_mult = 0.05	#Short life, rushes to learn
			}
		}
		abomab_inept = {
			1 = {
				max_combat_roll = -1
				enemy_hostile_scheme_success_chance_add = 2
				castle_holding_build_speed = -0.05
			}
			25 = {
				max_combat_roll = -1
				enemy_hostile_scheme_success_chance_add = 2
				castle_holding_build_speed = -0.05
			}
			50 = {
				max_combat_roll = -1
				enemy_hostile_scheme_success_chance_add = 2
				castle_holding_build_speed = -0.05
			}
			75 = {
				max_combat_roll = -1
				enemy_hostile_scheme_success_chance_add = 2
				castle_holding_build_speed = -0.05
			}
			100 = {
				max_combat_roll = -1
				enemy_hostile_scheme_success_chance_add = 2
				castle_holding_build_speed = -0.05
			}
		}
		abomab_withered = {
			1 = { 
				prowess = -1
				dread_baseline_add = -5
				knight_effectiveness_per_learning = 0.001
			}
			25 = { 
				prowess = -1
				dread_baseline_add = -5
				knight_effectiveness_per_learning = 0.001
			}
			50 = { 
				prowess = -1
				dread_baseline_add = -5
				knight_effectiveness_per_learning = 0.001
			}
			75 = {
				prowess = -1
				dread_baseline_add = -5
				knight_effectiveness_per_learning = 0.001
			}
			100 = {
				prowess = -1
				dread_baseline_add = -5
				knight_effectiveness_per_learning = 0.001
			}
		}
	}
}

# Physique (+1) - Hale
physique_good_1 = {
	opposites = {
		weak
		spindly
		physique_bad
		physique_good_2
		physique_good_3
	}
	
	birth = 10
	random_creation = 10
	
	culture_modifier = {
		parameter = strong_traits_more_valued
		monthly_prestige = 0.25
	}

	group = physique_good
	level = 1
	
	ruler_designer_cost = 60
	
	icon = {
		first_valid = {
			triggered_desc = { # If no character exists
				trigger = { NOT = { exists = this } }
				desc = physique_good_1.dds
			}
			triggered_desc = {	
				trigger = {
					OR = {
						has_trait_xp = {
							trait = physique_good_1
							track = abomab_brawn
							value >= 65
						}
						has_trait_xp = {
							trait = physique_good_1
							track = abomab_endurance
							value >= 65
						}
						has_trait_xp = {
							trait = physique_good_1
							track = abomab_instincts
							value >= 65
						}
					}
				}
				desc = physique_good_2.dds
			}
			desc = physique_good_1.dds
		}
	}
	
	name = {
		first_valid = {
			# Child name override
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = no
				}
				desc = trait_physique_good_child
			}
			
			# Brawn (>= 50)
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_good_1
						track = abomab_brawn
						value >= 50
					}
				}
				desc = trait_physique_brawn_2
			}
			# Endurance (>= 50)
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_good_1
						track = abomab_endurance
						value >= 50
					}
				}
				desc = trait_physique_endurance_2
			}
			# Instincts (>= 50)
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_good_1
						track = abomab_instincts
						value >= 50
					}
				}
				desc = trait_physique_instincts_2
			}
			
			# Brawn (>= 25)
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_good_1
						track = abomab_brawn
						value >= 25
					}
				}
				desc = trait_physique_brawn_1
			}
			# Endurance (>= 25)
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_good_1
						track = abomab_endurance
						value >= 25
					}
				}
				desc = trait_physique_endurance_1
			}
			# Instincts (>= 25)
			triggered_desc = {
				trigger = { 
					exists = this
					has_trait_xp = {
						trait = physique_good_1
						track = abomab_instincts
						value >= 25
					}
				}
				desc = trait_physique_instincts_1
			}
			
			desc = trait_physique_good_group
		}
	}
	
	desc = {
		# Brawn (primary)
		first_valid = {
			# No character: generic tier-1 good physique desc
			triggered_desc = {
				trigger = { 
					NOT = { exists = this }
				}
				desc = trait_physique_good_1_desc
			}
			# Child override
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = no
				}
				desc = trait_physique_good_child_desc
			}
			# Adult: Brawn XP
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_1
						track = abomab_brawn
						value >= 50
					}
				}
				desc = trait_physique_brawn_2_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_1
						track = abomab_brawn
						value >= 25
					}
				}
				desc = trait_physique_brawn_1_desc
			}
			desc = trait_physique_brawn_1_desc
		}
		
		# Endurance (secondary)
		first_valid = {
			# No character: nothing here
			triggered_desc = {
				trigger = { 
					NOT = { exists = this }
				}
				desc = empty_desc
			}
			# Children: handled by the Brawn block already, keep this quiet
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = no
				}
				desc = empty_desc
			}
			# Adult: Endurance XP
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_1
						track = abomab_endurance
						value >= 50
					}
				}
				desc = trait_physique_endurance_2_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_1
						track = abomab_endurance
						value >= 25
					}
				}
				desc = trait_physique_endurance_1_desc
			}
			desc = trait_physique_endurance_1_desc
		}
		
		# Instincts (secondary)
		first_valid = {
			# No character: nothing here
			triggered_desc = {
				trigger = { 
					NOT = { exists = this }
				}
				desc = empty_desc
			}
			# Children: handled by the Brawn block
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = no
				}
				desc = empty_desc
			}
			# Adult: Instincts XP
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_1
						track = abomab_instincts
						value >= 50
					}
				}
				desc = trait_physique_instincts_2_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_1
						track = abomab_instincts
						value >= 25
					}
				}
				desc = trait_physique_instincts_1_desc
			}
			desc = trait_physique_instincts_1_desc
		}
	}


	tracks = {
		abomab_brawn = {
			1 = { 
				character_travel_safety = 5
				prowess = 2
				dread_baseline_add = 5
			}
			25 = { 
				character_travel_safety = 5
				prowess = 2
				dread_baseline_add = 5
			}
			50 = { 
				character_travel_safety = 5
				prowess = 2
				dread_baseline_add = 5
			}
			75 = {
				character_travel_safety = 5
				prowess = 2
				dread_baseline_add = 5
			}
			100 = {
				character_travel_safety = 5
				prowess = 2
				dread_baseline_add = 5
			}
		}
		abomab_endurance = {
			1 = {
				health = 0.25
				stress_gain_mult = -0.05
				monthly_wanderer_lifestyle_xp_gain_mult = 0.05
			}
			25 = {
				life_expectancy = 5
				stress_gain_mult = -0.05
				monthly_wanderer_lifestyle_xp_gain_mult = 0.05
			}
			50 = {
				health = 0.25
				stress_gain_mult = -0.05
				monthly_wanderer_lifestyle_xp_gain_mult = 0.05
			}
			75 = {
				life_expectancy = 5
				stress_gain_mult = -0.05
				monthly_wanderer_lifestyle_xp_gain_mult = 0.05
			}
			100 = {
				health = 0.25
				stress_gain_mult = -0.05
				monthly_wanderer_lifestyle_xp_gain_mult = 0.05
			}
		}
		abomab_instincts = {
			1 = {
				advantage = 1
				max_combat_roll = 1
				enemy_hostile_scheme_success_chance_add = -2
			}
			25 = {
				advantage = 1
				max_combat_roll = 1
				enemy_hostile_scheme_success_chance_add = -2
			}
			50 = {
				advantage = 1
				max_combat_roll = 1
				enemy_hostile_scheme_success_chance_add = -2
			}
			75 = {
				advantage = 1
				max_combat_roll = 1
				enemy_hostile_scheme_success_chance_add = -2
			}
			100 = {
				advantage = 1
				max_combat_roll = 1
				enemy_hostile_scheme_success_chance_add = -2
			}
		}
	}

	ai_energy = 10
	
	genetic = yes
	physical = yes
	good = yes
}

# Physique (+2) - Robust
physique_good_2 = {
	opposites = {
		weak
		spindly
		physique_bad
		physique_good_1
		physique_good_3
	}
	
	physical = yes
	
	culture_modifier = {
		parameter = strong_traits_more_valued
		monthly_prestige = 0.5
	}

	group = physique_good
	level = 2
	
	ruler_designer_cost = 120
	
	icon = {
		first_valid = {
			triggered_desc = { # If no character exists
				trigger = { NOT = { exists = this } }
				desc = physique_good_2.dds
			}
			triggered_desc = {	
				trigger = {
					OR = {
						has_trait_xp = {
							trait = physique_good_2
							track = abomab_brawn
							value >= 90
						}
						has_trait_xp = {
							trait = physique_good_2
							track = abomab_endurance
							value >= 90
						}
						has_trait_xp = {
							trait = physique_good_2
							track = abomab_instincts
							value >= 90
						}
					}
				}
				desc = physique_good_3.dds
			}
			triggered_desc = {	
				trigger = {
					OR = {
						has_trait_xp = {
							trait = physique_good_2
							track = abomab_brawn
							value >= 65
						}
						has_trait_xp = {
							trait = physique_good_2
							track = abomab_endurance
							value >= 65
						}
						has_trait_xp = {
							trait = physique_good_2
							track = abomab_instincts
							value >= 65
						}
					}
				}
				desc = physique_good_2.dds
			}
			desc = physique_good_1.dds
		}
	}
	
	name = {
		first_valid = {
			# Child name override
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = no
				}
				desc = trait_physique_good_child
			}
			
			# Brawn (>= 75)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_2
						track = abomab_brawn
						value >= 75
					}
				}
				desc = trait_physique_brawn_4
			}
			# Endurance (>= 75)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_2
						track = abomab_endurance
						value >= 75
					}
				}
				desc = trait_physique_endurance_4
			}
			# Instincts (>= 75)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_2
						track = abomab_instincts
						value >= 75
					}
				}
				desc = trait_physique_instincts_4
			}
			
			# Brawn (>= 50)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_2
						track = abomab_brawn
						value >= 50
					}
				}
				desc = trait_physique_brawn_3
			}
			# Endurance (>= 50)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_2
						track = abomab_endurance
						value >= 50
					}
				}
				desc = trait_physique_endurance_3
			}
			# Instincts (>= 50)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_2
						track = abomab_instincts
						value >= 50
					}
				}
				desc = trait_physique_instincts_3
			}
			
			# Brawn (>= 25)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_2
						track = abomab_brawn
						value >= 25
					}
				}
				desc = trait_physique_brawn_2
			}
			# Endurance (>= 25)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_2
						track = abomab_endurance
						value >= 25
					}
				}
				desc = trait_physique_endurance_2
			}
			# Instincts (>= 25)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_2
						track = abomab_instincts
						value >= 25
					}
				}
				desc = trait_physique_instincts_2
			}
			
			desc = trait_physique_good_group
		}
	}
	
	desc = {
		# Brawn (primary)
		first_valid = {
			# No character: generic tier-2 good physique desc
			triggered_desc = {
				trigger = { 
					NOT = { exists = this }
				}
				desc = trait_physique_good_2_desc
			}
			# Child override
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = no
				}
				desc = trait_physique_good_child_desc
			}
			# Adult: Brawn XP
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_2
						track = abomab_brawn
						value >= 100
					}
				}
				desc = trait_physique_brawn_5_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_2
						track = abomab_brawn
						value >= 75
					}
				}
				desc = trait_physique_brawn_4_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_2
						track = abomab_brawn
						value >= 50
					}
				}
				desc = trait_physique_brawn_3_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_2
						track = abomab_brawn
						value >= 25
					}
				}
				desc = trait_physique_brawn_2_desc
			}
			desc = trait_physique_brawn_1_desc
		}
		
		# Endurance (secondary)
		first_valid = {
			# No character: nothing here
			triggered_desc = {
				trigger = { 
					NOT = { exists = this }
				}
				desc = empty_desc
			}
			# Children: handled by Brawn block
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = no
				}
				desc = empty_desc
			}
			# Adult: Endurance XP
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_2
						track = abomab_endurance
						value >= 100
					}
				}
				desc = trait_physique_endurance_5_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_2
						track = abomab_endurance
						value >= 75
					}
				}
				desc = trait_physique_endurance_4_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_2
						track = abomab_endurance
						value >= 50
					}
				}
				desc = trait_physique_endurance_3_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_2
						track = abomab_endurance
						value >= 25
					}
				}
				desc = trait_physique_endurance_2_desc
			}
			desc = trait_physique_endurance_1_desc
		}
		
		# Instincts (secondary)
		first_valid = {
			# No character: nothing here
			triggered_desc = {
				trigger = { 
					NOT = { exists = this }
				}
				desc = empty_desc
			}
			# Children: handled by Brawn block
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = no
				}
				desc = empty_desc
			}
			# Adult: Instincts XP
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_2
						track = abomab_instincts
						value >= 100
					}
				}
				desc = trait_physique_instincts_5_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_2
						track = abomab_instincts
						value >= 75
					}
				}
				desc = trait_physique_instincts_4_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_2
						track = abomab_instincts
						value >= 50
					}
				}
				desc = trait_physique_instincts_3_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_2
						track = abomab_instincts
						value >= 25
					}
				}
				desc = trait_physique_instincts_2_desc
			}
			desc = trait_physique_instincts_1_desc
		}
	}


	ai_energy = 20
	
	genetic = yes
	good = yes
	
	tracks = {
		abomab_brawn = {
			1 = { 
				character_travel_safety = 5
				prowess = 2
				dread_baseline_add = 5
			}
			25 = { 
				character_travel_safety = 5
				prowess = 2
				dread_baseline_add = 5
			}
			50 = { 
				character_travel_safety = 5
				prowess = 2
				dread_baseline_add = 5
			}
			75 = {
				character_travel_safety = 5
				prowess = 2
				dread_baseline_add = 5
			}
			100 = {
				character_travel_safety = 5
				prowess = 2
				dread_baseline_add = 5
			}
		}
		abomab_endurance = {
			1 = {
				health = 0.25
				stress_gain_mult = -0.05
				monthly_wanderer_lifestyle_xp_gain_mult = 0.05
			}
			25 = {
				life_expectancy = 5
				stress_gain_mult = -0.05
				monthly_wanderer_lifestyle_xp_gain_mult = 0.05
			}
			50 = {
				health = 0.25
				stress_gain_mult = -0.05
				monthly_wanderer_lifestyle_xp_gain_mult = 0.05
			}
			75 = {
				life_expectancy = 5
				stress_gain_mult = -0.05
				monthly_wanderer_lifestyle_xp_gain_mult = 0.05
			}
			100 = {
				health = 0.25
				stress_gain_mult = -0.05
				monthly_wanderer_lifestyle_xp_gain_mult = 0.05
			}
		}
		abomab_instincts = {
			1 = {
				advantage = 1
				max_combat_roll = 1
				enemy_hostile_scheme_success_chance_add = -2
			}
			25 = {
				advantage = 1
				max_combat_roll = 1
				enemy_hostile_scheme_success_chance_add = -2
			}
			50 = {
				advantage = 1
				max_combat_roll = 1
				enemy_hostile_scheme_success_chance_add = -2
			}
			75 = {
				advantage = 1
				max_combat_roll = 1
				enemy_hostile_scheme_success_chance_add = -2
			}
			100 = {
				advantage = 1
				max_combat_roll = 1
				enemy_hostile_scheme_success_chance_add = -2
			}
		}
	}
}

# Physique (+3)
physique_good_3 = {
	opposites = {
		weak
		spindly
		physique_bad
		physique_good_1
		physique_good_2
	}
	
	birth = 1
	random_creation = 1
	
	culture_modifier = {
		parameter = strong_traits_more_valued
		monthly_prestige = 1
	}

	ruler_designer_cost = 180

	icon = {
		first_valid = {
			triggered_desc = { # If no character exists
				trigger = { NOT = { exists = this } }
				desc = physique_good_3.dds
			}
			triggered_desc = {	
				trigger = {
					OR = {
						has_trait_xp = {
							trait = physique_good_3
							track = abomab_brawn
							value >= 90
						}
						has_trait_xp = {
							trait = physique_good_3
							track = abomab_endurance
							value >= 90
						}
						has_trait_xp = {
							trait = physique_good_3
							track = abomab_instincts
							value >= 90
						}
					}
				}
				desc = physique_good_3.dds
			}
			triggered_desc = {	
				trigger = {
					OR = {
						has_trait_xp = {
							trait = physique_good_3
							track = abomab_brawn
							value >= 65
						}
						has_trait_xp = {
							trait = physique_good_3
							track = abomab_endurance
							value >= 65
						}
						has_trait_xp = {
							trait = physique_good_3
							track = abomab_instincts
							value >= 65
						}
					}
				}
				desc = physique_good_2.dds
			}
			desc = physique_good_1.dds
		}
	}

	name = {
		first_valid = {
			# Child name override
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = no
				}
				desc = trait_physique_good_child
			}
			
			# Brawn (>= 100)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_3
						track = abomab_brawn
						value >= 100
					}
				}
				desc = trait_physique_brawn_5
			}
			# Endurance (>= 100)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_3
						track = abomab_endurance
						value >= 100
					}
				}
				desc = trait_physique_endurance_5
			}
			# Instincts (>= 100)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_3
						track = abomab_instincts
						value >= 100
					}
				}
				desc = trait_physique_instincts_5
			}
			
			# Brawn (>= 75)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_3
						track = abomab_brawn
						value >= 75
					}
				}
				desc = trait_physique_brawn_4
			}
			# Endurance (>= 75)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_3
						track = abomab_endurance
						value >= 75
					}
				}
				desc = trait_physique_endurance_4
			}
			# Instincts (>= 75)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_3
						track = abomab_instincts
						value >= 75
					}
				}
				desc = trait_physique_instincts_4
			}
			
			# Brawn (>= 50)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_3
						track = abomab_brawn
						value >= 50
					}
				}
				desc = trait_physique_brawn_3
			}
			# Endurance (>= 50)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_3
						track = abomab_endurance
						value >= 50
					}
				}
				desc = trait_physique_endurance_3
			}
			# Instincts (>= 50)
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_3
						track = abomab_instincts
						value >= 50
					}
				}
				desc = trait_physique_instincts_3
			}
			
			desc = trait_physique_good_group
		}
	}
	
	desc = {
		# Brawn (primary)
		first_valid = {
			# No character: generic tier-3 good physique desc
			triggered_desc = {
				trigger = { 
					NOT = { exists = this }
				}
				desc = trait_physique_good_3_desc
			}
			# Child override
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = no
				}
				desc = trait_physique_good_child_desc
			}
			# Adult: Brawn XP 100 / 75 / 50 / 25
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_3
						track = abomab_brawn
						value >= 100
					}
				}
				desc = trait_physique_brawn_5_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_3
						track = abomab_brawn
						value >= 75
					}
				}
				desc = trait_physique_brawn_4_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_3
						track = abomab_brawn
						value >= 50
					}
				}
				desc = trait_physique_brawn_3_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_3
						track = abomab_brawn
						value >= 25
					}
				}
				desc = trait_physique_brawn_2_desc
			}
			desc = trait_physique_brawn_1_desc
		}
		
		# Endurance (secondary)
		first_valid = {
			# No character: nothing here
			triggered_desc = {
				trigger = { 
					NOT = { exists = this }
				}
				desc = empty_desc
			}
			# Children: handled by Brawn block
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = no
				}
				desc = empty_desc
			}
			# Adult: Endurance XP
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_3
						track = abomab_endurance
						value >= 100
					}
				}
				desc = trait_physique_endurance_5_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_3
						track = abomab_endurance
						value >= 75
					}
				}
				desc = trait_physique_endurance_4_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_3
						track = abomab_endurance
						value >= 50
					}
				}
				desc = trait_physique_endurance_3_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_3
						track = abomab_endurance
						value >= 25
					}
				}
				desc = trait_physique_endurance_2_desc
			}
			desc = trait_physique_endurance_1_desc
		}
		
		# Instincts (secondary)
		first_valid = {
			# No character: nothing here
			triggered_desc = {
				trigger = { 
					NOT = { exists = this }
				}
				desc = empty_desc
			}
			# Children: handled by Brawn block
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = no
				}
				desc = empty_desc
			}
			# Adult: Instincts XP
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_3
						track = abomab_instincts
						value >= 100
					}
				}
				desc = trait_physique_instincts_5_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_3
						track = abomab_instincts
						value >= 75
					}
				}
				desc = trait_physique_instincts_4_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_3
						track = abomab_instincts
						value >= 50
					}
				}
				desc = trait_physique_instincts_3_desc
			}
			triggered_desc = {
				trigger = { 
					exists = this
					is_adult = yes
					has_trait_xp = {
						trait = physique_good_3
						track = abomab_instincts
						value >= 25
					}
				}
				desc = trait_physique_instincts_2_desc
			}
			desc = trait_physique_instincts_1_desc
		}
	}


	group = physique_good
	level = 3
	
	ai_energy = 20
	
	genetic = yes
	physical = yes
	good = yes
	
	tracks = {
		abomab_brawn = {
			1 = { 
				character_travel_safety = 5
				prowess = 2
				dread_baseline_add = 5
			}
			25 = { 
				character_travel_safety = 5
				prowess = 2
				dread_baseline_add = 5
			}
			50 = { 
				character_travel_safety = 5
				prowess = 2
				dread_baseline_add = 5
			}
			75 = {
				character_travel_safety = 5
				prowess = 2
				dread_baseline_add = 5
			}
			100 = {
				character_travel_safety = 5
				prowess = 2
				dread_baseline_add = 5
			}
		}
		abomab_endurance = {
			1 = {
				health = 0.25
				stress_gain_mult = -0.05
				monthly_wanderer_lifestyle_xp_gain_mult = 0.05
			}
			25 = {
				life_expectancy = 5
				stress_gain_mult = -0.05
				monthly_wanderer_lifestyle_xp_gain_mult = 0.05
			}
			50 = {
				health = 0.25
				stress_gain_mult = -0.05
				monthly_wanderer_lifestyle_xp_gain_mult = 0.05
			}
			75 = {
				life_expectancy = 5
				stress_gain_mult = -0.05
				monthly_wanderer_lifestyle_xp_gain_mult = 0.05
			}
			100 = {
				health = 0.25
				stress_gain_mult = -0.05
				monthly_wanderer_lifestyle_xp_gain_mult = 0.05
			}
		}
		abomab_instincts = {
			1 = {
				advantage = 1
				max_combat_roll = 1
				enemy_hostile_scheme_success_chance_add = -2
			}
			25 = {
				advantage = 1
				max_combat_roll = 1
				enemy_hostile_scheme_success_chance_add = -2
			}
			50 = {
				advantage = 1
				max_combat_roll = 1
				enemy_hostile_scheme_success_chance_add = -2
			}
			75 = {
				advantage = 1
				max_combat_roll = 1
				enemy_hostile_scheme_success_chance_add = -2
			}
			100 = {
				advantage = 1
				max_combat_roll = 1
				enemy_hostile_scheme_success_chance_add = -2
			}
		}
	}
}