


characters = {
	WHT_salt_upon_wounds = {
		name = WHT_SALT_UPON_WOUNDS_NAME
		portraits = {
			army = {
				large = GFX_Portrait_WHT_salt
				#small = gfx_sprite_type_name_or_file_path
			}
			civilian = {
				large = GFX_Portrait_WHT_salt
				#small = gfx_sprite_type_name_or_file_path
			}
		}
		field_marshal = {
			traits = {
				strong_trait
				agile_trait
				lucky_trait
				WHT_WARLORD
			}
			skill = 4
			attack_skill = 4
			defense_skill = 2
			planning_skill = 3
			logistics_skill = 2
			legacy_id = -1
		}
		country_leader = {
			desc = WHT_SALT_UPON_WOUNDS_DESC
			ideology = tribalism
			traits = {
				warmonger
			}
			expire = "3000.01.01.01"
			id = -1
		}
		country_leader = {
			desc = WHT_SALT_UPON_WOUNDS_DESC
			ideology = chieftain
			traits = {
				warmonger
			}
			expire = "3000.01.01.01"
			id = -1
		}
		country_leader = {
			desc = WHT_SALT_UPON_WOUNDS_DESC
			ideology = ideocracy
			traits = {
				warmonger
			}
			expire = "3000.01.01.01"
			id = -1
		}
	}
	WHT_balm_upon_wounds = {
		name = WHT_BALM_UPON_WOUNDS_NAME
		portraits = {
			army = {
				large = GFX_Portrait_WHT_salt
				#small = gfx_sprite_type_name_or_file_path
			}
			civilian = {
				large = GFX_Portrait_WHT_salt
				#small = gfx_sprite_type_name_or_file_path
			}
		}
		country_leader = {
			desc = WHT_BALM_UPON_WOUNDS_DESC
			ideology = tribal_council
			expire = "3000.01.01.01"
			id = -1
		}
	}
	WHT_tears_in_the_rain = {
		name = WHT_tears_in_the_rain_name
		portraits = {
			army = {
				large = GFX_Portrait_Tribal_Generic_6
				#small = gfx_sprite_type_name_or_file_path
			}
			civilian = {
				large = GFX_Portrait_Tribal_Generic_6
				#small = gfx_sprite_type_name_or_file_path
			}
		}
	}
	WHT_Salt_on_Fries = {
		name = WHT_Salt_on_Fries_name
		portraits = {
			army = {
				small = GFX_idea_generic_advisor28
			}
		}
		advisor = {
			slot = economic_advisor
			idea_token = WHT_Salt_on_Fries_economic_advisor
			desc = WHT_Salt_on_Fries_economic_advisor_desc
			allowed = {
				original_tag = WHT
			}
			traits = {
			WHT_FRY_GUY
			}
			cost = 100
			ai_will_do = {
				factor = 50
			}
		}
	}
	WHT_Black_Tears = {
	name = WHT_Black_Tears_name
	portraits = {
			army = {
				large = GFX_Portrait_Tribal_Generic_1
				small = GFX_idea_tribal_generic_1
			}
			civilian = {
				large = GFX_Portrait_WHT_salt
				small = GFX_Portrait_Tribal_Generic_1_small
			}
		}
		
		corps_commander = {
            traits = { slavemaster }
            skill = 2
            attack_skill = 2
            defense_skill = 1
            planning_skill = 3
            logistics_skill = 3
            legacy_id = 410
	}
		advisor = {
		
		
			slot = economic_advisor
			idea_token = WHT_Black_Tears_economic_advisor
			desc = WHT_Black_Tears_economic_advisor_desc
			allowed = {
				original_tag = WHT
			}
			traits = {
			WHT_Slave_driver
			}
			available = { NOT = { has_government = people }
			}
			cost = 100
			ai_will_do = {
				factor = 50
			}
		}
	}
	
	WHT_Bak_Mut = {
	name = WHT_Bak_Mut_name
	portraits = {
			army = {
				small = GFX_Portrait_WHT_generic_4_small
			}
		civilian = {
				#large = GFX_Portrait_WHT_salt
				small = GFX_Portrait_WHT_generic_4_small
			}
		}
		
		advisor = {
			slot = economic_advisor
			idea_token = WHT_Bak_Mut_economic_advisor
			desc = WHT_Bak_Mut_desc
			allowed = {
				original_tag = WHT
			}
			traits = {
			WHT_MORE_PLEASE
			}
			removal_cost = -1
			cost = 100
			ai_will_do = {
				factor = 40
			}
		}
	}
	WHT_Salt_on_Womb = {
		name = WHT_Salt_on_Womb_name
		portraits = {
			army = {
				small = GFX_idea_two_diana_cultist
			}
			civilian = {
				#large = GFX_Portrait_WHT_salt
				small = GFX_idea_two_diana_cultist
			}
		}
		advisor = {
			slot = cultural_advisor
			idea_token = WHT_Salt_on_Womb_cultural_advisor
			desc = WHT_Salt_on_Womb_desc
			allowed = {
				original_tag = WHT
			}
			traits = { WHT_Mother_of_Many
			}
			cost = 100
			ai_will_do = {
				factor = 80
			}
		}
	}
	WHT_Witch_hilda = {
		name = WHT_WITCH_name
		portraits = {
			army = {
				small = GFX_idea_ROB_marie
			}
			civilian = {
				#large = GFX_Portrait_WHT_salt
				small = GFX_idea_ROB_marie
			}
		}
		advisor = {
			slot = theorist
			idea_token = WHT_Witch_research_advisor
			desc = WHT_Witch_desc
			available = { 
		AND = { has_completed_focus = wht_clock_silenced
			has_country_flag = WHT_Witch_follower }
			}
			allowed = {
				original_tag = WHT
			}
			traits = { WHT_magical_adivisor }
			cost = 100
			ai_will_do = {
				factor = 30
			}
		}
	}
	
	WHT_Pale_night = {
		name = WHT_Pale_night_name
		portraits = {
			army = {
				small = GFX_idea_Ice_Jaw
			}
			civilian = {
				#large = GFX_Portrait_WHT_salt
				small = GFX_idea_Ice_Jaw
			}
		}
		available = { 
		NOT = {
		has_country_flag = bodyguard_duty 
		}
	}
		advisor = {
			slot = army_chief
			idea_token = WHT_Pale_night
			desc = WHT_Pale_night_desc
			ledger = army
			allowed = {
				original_tag = WHT
			}
			traits = { WHT_Tyrant_bodyguard }
			cost = 100
			ai_will_do = {
				factor = 30
			}
		}
	}
	
	
	WHT_Slug_Deth = {
		name = WHT_Slug_Deth_name
		portraits = {
			army = {
				large = GFX_Portrait_Tribal_Generic_2
				small = GFX_Portrait_Tribal_Generic_2_small
			}
			civilian = {
				large = GFX_Portrait_Tribal_Generic_2
				small = GFX_Portrait_Tribal_Generic_2_small
			}
		}
		advisor = {
			slot = high_command
			idea_token = WHT_Slug_Deth_high_command
			desc = WHT_Slug_Deth_desc
			  ledger = army
			  allowed = {
				original_tag = WHT
			}
			available = { has_completed_focus = wht_2nd_wife }
			traits = {
			WHT_2ND_WIFE_Berserker 
			}
			cost = 100
			ai_will_do = {
				factor = 120
			}
		}
		corps_commander = {
			visible = {
					has_completed_focus =  wht_2nd_wife
				}
			
			skill = 3
			attack_skill = 3
			defense_skill = 2
			planning_skill = 1
			logistics_skill = 3
		}
	}
	
	WHT_rock_salt = {
		name = WHT_Rock_salt_name
		portraits = {
			army = {
				small = GFX_Portrait_WHT_generic_1_small
			}
			civilian = {
				small = GFX_Portrait_WHT_generic_1_small
			}
		}
		
		advisor = {
			slot = high_command
			idea_token = WHT_Rock_Salt_high_command
			desc = WHT_Rock_Salt_desc
			  ledger = army
			  allowed = {
				original_tag = WHT
			}
			traits = {
			WHT_Looter_shooter
			}
			cost = 100
			ai_will_do = {
				factor = 11
			}
		}
	}
	
		
	WHT_Wall_breaker = {
		name = WHT_Wall_breaker_name
		portraits = {
			army = {
				small = GFX_idea_runs_with_hatred
			}
			civilian = {
				small = GFX_idea_runs_with_hatred
			}
		}
		advisor = {
			slot = high_command
			idea_token = WHT_Wall_breaker_high_command
			desc = "WHT_Wall_breaker_desc"
			  ledger = army
			  allowed = {
				original_tag = WHT
			}
			available = { has_completed_focus = wht_sappers }
			traits = {
			WHT_Sapper
			}
			cost = 100
			ai_will_do = {
				factor = 11
			}
		}
	}
		
		WHT_Dominous = {
		name = WHT_Dominous_name
		portraits = {
			army = {
				large = GFX_Portrait_CES_generic_1
				small = GFX_Portrait_CES_generic_1_small
			}
			civilian = {
				large = GFX_Portrait_CES_generic_1
				small = GFX_Portrait_CES_generic_1_small
			}
		}
		advisor = {
			slot = high_command
			idea_token = WHT_Dominous_high_command
			desc = WHT_Dominous_desc
			  ledger = army
			  allowed = {
				original_tag = WHT
			}
			 available = { has_completed_focus = wht_fully_invested_legion }
			traits = { WHT_CEN_advisor
			}
			cost = 100
			ai_will_do = {
				factor = 40
			}
		}
	}
	WHT_NACLO = {
	name = 	WHT_NACLO_name
		portraits = {
			army = {
				small = GFX_idea_ATE_wise_woman
			}
			civilian = {
				#large = GFX_Portrait_WHT_salt
				small = GFX_idea_ATE_wise_woman
			}
		}
		advisor = {
			slot = cultural_advisor
			idea_token = WHT_NACLO_cultural_advisor
			desc = WHT_NACLO_cultural_advisor_desc
			allowed = {
					original_tag = WHT
				}
				traits = {
				WHT_Rejected_Follower_3rd_wife }
			available = {
					has_completed_focus = wht_3rd_wife
			}
			
			cost = 100
			ai_will_do = {
				factor = 80 
			}
		}
	}
	WHT_Cecilia = {
	name = 	WHT_Cecilia_name
		portraits = {
			army = {
				small = GFX_idea_ttm_trisha
			}
			civilian = {
				#large = GFX_Portrait_WHT_salt
				small = GFX_idea_ttm_trisha
			}
		}
		advisor = {
			slot = cultural_advisor
			idea_token = Cecilia_cultural_advisor
			desc = WHT_Cecilial_advisor_desc
			allowed = {
					original_tag = WHT
				}
				available = { has_completed_focus = wht_4th_bride }
				traits = {
				WHT_CEASERs_daughter_4th_wife }
			
			cost = 100
			ai_will_do = {
				factor = 80 
			}
		}
	}
	WHT_White_gold = {
        name = WHT_White_gold_name
        portraits = { 
		army = {
                #large = gfx_sprite_type_name_or_file_path
                small = GFX_Portrait_WHT_generic_3_small
				}
		civilian = {
                #large = gfx_sprite_type_name_or_file_path
                small =  GFX_Portrait_WHT_generic_3_small
            }
        }
        advisor = {
            slot = theorist
            idea_token = WHT_White_gold_research_advisor
			desc = WHT_White_gold_research_advisor_desc
            ledger = army
            allowed = {
                original_tag = WHT
            }
            traits = {
                WHT_recon
            }
            research_bonus = {
                cat_terror_tactics = 0.1
            }
            cost = 100
            ai_will_do = {
                factor = 10
            }
        }
    }
	WHT_Hak_Shot = {
        name = WWHT_Hak_Shot_name
        portraits = { 
		army = {
                #large = gfx_sprite_type_name_or_file_path
                small = GFX_Portrait_WHT_generic_5_small
				}
		civilian = {
                #large = gfx_sprite_type_name_or_file_path
                small =  GFX_Portrait_WHT_generic_5_small
            }
        }
        advisor = {
            slot = cultural_advisor
            idea_token = WHT_Hak_Shot_cultural_advisor
			desc = WHT_Hak_Shot_cultural_advisor_advisor_desc
            allowed = {
                original_tag = WHT
            }
            traits = {
                WHT_shaman_priest
            }
			cost = 100
            ai_will_do = {
                factor = 10
            }
        }
    }
			
	WHT_Iron_Deth = {
        name = WHT_Iron_Deth_name
        portraits = { 
		army = {
                #large = gfx_sprite_type_name_or_file_path
                small = GFX_Portrait_WHT_generic_6_small
				}
		civilian = {
                #large = gfx_sprite_type_name_or_file_path
                small =  GFX_Portrait_WHT_generic_6_small
            }
        }
        advisor = {
            slot = cultural_advisor
            idea_token = WHT_Iron_Deth_cultral_advisor
			desc = WHT_Iron_Deth_cultral_advisor_desc
            allowed = {
                original_tag = WHT
            }
            traits = {
                Iron_deth
            }
            cost = 100
            ai_will_do = {
                factor = 30
            }
        }
    }
	
	WHT_Greck = {
	name = WHT_Greck_name
	portraits = {
			army = {
				large = GFX_Portrait_Supermutant_Generic_5
			}
			civilian = {
				large = GFX_Portrait_Supermutant_Generic_5
			
			}
		}
	
	}
	WHT_CRY_SOME = {
	NAME = WHT_CRY_SOME_name
	portraits = {
			army = {
				small = GFX_Portrait_WHT_generic_2_small
			}
			civilian = {
				small = GFX_Portrait_WHT_generic_2_small
			}
		}
	
	advisor = {
            slot = army_chief
            idea_token = CRY_SOME_army_chief
            ledger = army
            allowed = {
                original_tag = WHT
            }
		
		traits = {
			WHT_Caravan_ambusher
			}
		
		cost = 100
			ai_will_do = {
				factor = 40
			}
	}
		}
		
		WHT_NANO = {
		name = WHT_Nano_name
		portraits = {
			army = {
				large = GFX_Portrait_WHT_generic_1
			}
			civilian = {
				large = GFX_Portrait_WHT_generic_1
			}
		}
	corps_commander = {
	traits = {
			WHT_Light_bringer
			}
			skill = 2
			attack_skill = 5
			defense_skill = 1
			planning_skill = 2
			logistics_skill = 1
		}

	}
	
	WHT_SHAKER = {
		name = WHT_Shaker_name
		portraits = {
			army = {
				large = GFX_Portrait_WHT_generic_2
			}
			civilian = {
				large = GFX_Portrait_WHT_generic_2
			}
		}
	corps_commander = {
	traits = {
			WHT_Pain_maker
			strong_trait
			}
			skill = 2
			attack_skill = 3
			defense_skill = 2
			planning_skill = 2
			logistics_skill = 1
		}

	}
	 WHT_Mire_water = {
        name = WHT_Mire_water_name
        portraits = {
            army = {
                #large = gfx_sprite_type_name_or_file_path
                small = GFX_idea_sialea_lea_high_command
            }
            civilian = {
                #large = gfx_sprite_type_name_or_file_path
                small = GFX_idea_sialea_lea_high_command
            }
        }
        advisor = {
            slot = navy_chief
            idea_token = WHT_Mire_water_navy_chief
			desc = WHT_Mire_water_navy_chief_desc
            ledger = navy
            allowed = {
                original_tag = WHT
            }
            traits = {
                WHT_Tribal_pirate
            }
            cost = 100
            ai_will_do = {
                factor = 20
            }
        }
    }
}




	
