# COMMON ATTRIBUTES

accolade_marauder_character = {
	age = { 16 22 }
	random_traits = yes
	faith = faith
	random_culture = {
		culture = {
			trigger = { always = yes }
		}
		location.culture = {
			trigger = { exists = location.culture }
		}
		scope:knight_culture = {
			trigger = { exists = scope:knight_culture }
		}
		scope:varangian_culture = {
			trigger = { exists = scope:varangian_culture }
		}
		scope:turkic_culture = {
			trigger = { exists = scope:turkic_culture }
		}
		scope:type_specific_culture = {
			trigger = { exists = scope:type_specific_culture }
		}
	}
	#This is just temporary, will be replaced by squire quality-determined education trait
	random_traits_list = {
		count = 1
		education_martial_1 = {}
	}
	random_traits_list = {
		count = 1
		sadistic = {}
		callous = {}
		vengeful = {}
	}
	random_traits_list = {
		count = 1
		lustful = {}
		wrathful = {}
		arbitrary = {}
		impatient = {}
		arrogant = {}
		stubborn = {}
		diligent = {}
		temperate = {}
		zealous = {}
		brave = {}
		honest = {}
		just = {}
		patient = {}
		ambitious = {}
		gregarious = {}
		deceitful = {}
		trusting = {}
		sadistic = {}
		vengeful = {}
		callous = {}
		greedy = {}
		disloyal = {}
	}
	# Bad traits for bad squires
	random_traits_list = {
		count = squire_quality_bad_traits
		murderer = {}
		contrite = {}
		drunkard = {}
		dull = {}
		flagellant = {}
	}
	# Good traits for good squires
	random_traits_list = {
		count = squire_quality_good_traits
		strong = {}
		athletic = {}
		shrewd = {}
		torturer = {}
		lifestyle_blademaster = {}
		lifestyle_hunter = {}
	}
	prowess = min_guest_template_skill
	gender_female_chance = scope_value_target_soldier_female_chance
	after_creation = {
		assign_intrigue_education_from_squires_quality_effect = yes
		#berserker
		if = {
			limit = {
				faith.religion = faith:folketro.religion
			}
			random = {
				chance = 20
				add_trait = berserker
			}
		}
#		if = {
#			limit = {
#				current_date < 1400
#				scope:new_owner = {
#					has_title = title:e_byzantium
#				}
#				culture = {
#					OR = {
#						has_cultural_parameter = unlock_maa_huscarls
#						has_cultural_parameter = unlock_maa_varangian_veterans
#					}
#				}
#			}
#			add_trait = varangian
#		}
		
		# Cultural Traditions
		if = {
			limit = {
				culture = {
					has_cultural_parameter = winter_soldier_trait_more_common
				}
				NOT = {
					has_trait = winter_soldier
				}
			}
			random = {
				chance = 10
				add_trait = winter_soldier
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = forest_fighter_trait_more_common
				}
				NOT = {
					has_trait = forest_fighter
				}
			}
			random = {
				chance = 10
				add_trait = forest_fighter
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = rough_terrain_expert_trait_more_common
				}
				NOT = {
					has_trait = rough_terrain_expert
				}
			}
			random = {
				chance = 10
				add_trait = rough_terrain_expert
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = desert_warrior_trait_more_common
				}
				NOT = {
					has_trait = desert_warrior
				}
			}
			random = {
				chance = 10
				add_trait = desert_warrior
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = jungle_stalker_trait_more_common
				}
				NOT = {
					has_trait = jungle_stalker
				}
			}
			random = {
				chance = 10
				add_trait = jungle_stalker
			}
		}
		set_interesting_traits_and_modifiers_effect = yes
		add_random_tiered_trait_xp_effect = {
			TRAIT = lifestyle_blademaster
			LEVEL_1 = yes
			LEVEL_3 = yes
		}
		add_random_tiered_trait_track_xp_effect = {
			TRAIT = lifestyle_hunter
			TRACK = hunter
			LEVEL_1 = yes
			LEVEL_3 = no
		}
	}
}

accolade_idealist_character = {
	age = { 16 22 }
	random_traits = yes
	faith = faith
	random_culture = {
		culture = {
			trigger = { always = yes }
		}
		location.culture = {
			trigger = { exists = location.culture }
		}
		scope:knight_culture = {
			trigger = { exists = scope:knight_culture }
		}
		scope:varangian_culture = {
			trigger = { exists = scope:varangian_culture }
		}
		scope:turkic_culture = {
			trigger = { exists = scope:turkic_culture }
		}
		scope:type_specific_culture = {
			trigger = { exists = scope:type_specific_culture }
		}
	}
	#This is just temporary, will be replaced by squire quality-determined education trait
	random_traits_list = {
		count = 1
		education_martial_1 = {}
	}
	
	random_traits_list = {
		count = 1
		compassionate = {}
		forgiving = {}
		trusting = {}
		generous = {}
	}
	random_traits_list = {
		count = 1
		lustful = {}
		arbitrary = {}
		impatient = {}
		arrogant = {}
		stubborn = {}
		diligent = {}
		temperate = {}
		zealous = {}
		brave = {}
		honest = {}
		just = {}
		patient = {}
		ambitious = {}
		gregarious = {}
		compassionate = {}
		forgiving = {}
		trusting = {}
		generous = {}
	}
	# Bad traits for bad squires
	random_traits_list = {
		count = squire_quality_bad_traits
		murderer = {}
		disfigured = {}
		drunkard = {}
		rakish = {}
		reclusive = {}
		improvident = {}
	}
	# Good traits for good squires
	random_traits_list = {
		count = squire_quality_good_traits
		strong = {}
		athletic = {}
		shrewd = {}
		gallant = {}
		loyal = {}
		diplomat = {}
		lifestyle_hunter = {}
	}

	prowess = min_guest_template_skill
	gender_female_chance = scope_value_target_soldier_female_chance
	after_creation = {
		assign_diplomacy_education_from_squires_quality_effect = yes
		random = {
			chance = 5
			
			add_trait = lifestyle_poet
			
			modifier = {
				add = 20
				culture = { has_cultural_parameter = poet_trait_more_common }
			}
			modifier = {
				add = 10
				OR = {
					culture = { has_cultural_pillar = heritage_north_germanic }
					religion = religion:folkgerman_religion
				}
			}
		}
		
		# Cultural Traditions
		if = {
			limit = {
				culture = {
					has_cultural_parameter = winter_soldier_trait_more_common
				}
				NOT = {
					has_trait = winter_soldier
				}
			}
			random = {
				chance = 10
				add_trait = winter_soldier
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = forest_fighter_trait_more_common
				}
				NOT = {
					has_trait = forest_fighter
				}
			}
			random = {
				chance = 10
				add_trait = forest_fighter
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = rough_terrain_expert_trait_more_common
				}
				NOT = {
					has_trait = rough_terrain_expert
				}
			}
			random = {
				chance = 10
				add_trait = rough_terrain_expert
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = desert_warrior_trait_more_common
				}
				NOT = {
					has_trait = desert_warrior
				}
			}
			random = {
				chance = 10
				add_trait = desert_warrior
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = jungle_stalker_trait_more_common
				}
				NOT = {
					has_trait = jungle_stalker
				}
			}
			random = {
				chance = 10
				add_trait = jungle_stalker
			}
		}
		set_interesting_traits_and_modifiers_effect = yes
		add_random_tiered_trait_track_xp_effect = {
			TRAIT = lifestyle_hunter
			TRACK = hunter
			LEVEL_1 = yes
			LEVEL_3 = no
		}
	}
}

accolade_charmer_character = {
	age = { 16 22 }
	random_traits = yes
	faith = faith
	random_culture = {
		culture = {
			trigger = { always = yes }
		}
		location.culture = {
			trigger = { exists = location.culture }
		}
		scope:knight_culture = {
			trigger = { exists = scope:knight_culture }
		}
		scope:varangian_culture = {
			trigger = { exists = scope:varangian_culture }
		}
		scope:turkic_culture = {
			trigger = { exists = scope:turkic_culture }
		}
		scope:type_specific_culture = {
			trigger = { exists = scope:type_specific_culture }
		}
	}
	#This is just temporary, will be replaced by squire quality-determined education trait
	random_traits_list = {
		count = 1
		education_martial_1 = {}
	}
	
	random_traits_list = {
		count = 1
		lustful = {}
	}
	random_traits_list = {
		count = 1
		lustful = {}
		wrathful = {}
		arbitrary = {}
		impatient = {}
		arrogant = {}
		stubborn = {}
		diligent = {}
		zealous = {}
		brave = {}
		honest = {}
		patient = {}
		ambitious = {}
		gregarious = {}
		deceitful = {}
		compassionate = {}
		forgiving = {}
		trusting = {}
		generous = {}
		sadistic = {}
		vengeful = {}
		callous = {}
		greedy = {}
	}
	# Bad traits for bad squires
	random_traits_list = {
		count = squire_quality_bad_traits
		murderer = {}
		contrite = {}
		drunkard = {}
		dull = {}
		deviant = {}
		lovers_pox = {}
		rakish = {}
	}
	# Good traits for good squires
	random_traits_list = {
		count = squire_quality_good_traits
		strong = {}
		athletic = {}
		shrewd = {}
		seducer = {}
		gallant = {}
		lifestyle_reveler = {}
	}
	prowess = min_guest_template_skill
	gender_female_chance = scope_value_target_soldier_female_chance
	after_creation = {
		assign_intrigue_education_from_squires_quality_effect = yes
		random = {
			chance = 5
			
			add_trait = lifestyle_poet
			
			modifier = {
				add = 20
				culture = { has_cultural_parameter = poet_trait_more_common }
			}
			modifier = {
				add = 10
				OR = {
					culture = { has_cultural_pillar = heritage_north_germanic }
					religion = religion:folkgerman_religion
				}
			}
		}
		
		# Cultural Traditions
		if = {
			limit = {
				culture = {
					has_cultural_parameter = winter_soldier_trait_more_common
				}
				NOT = {
					has_trait = winter_soldier
				}
			}
			random = {
				chance = 10
				add_trait = winter_soldier
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = forest_fighter_trait_more_common
				}
				NOT = {
					has_trait = forest_fighter
				}
			}
			random = {
				chance = 10
				add_trait = forest_fighter
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = rough_terrain_expert_trait_more_common
				}
				NOT = {
					has_trait = rough_terrain_expert
				}
			}
			random = {
				chance = 10
				add_trait = rough_terrain_expert
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = desert_warrior_trait_more_common
				}
				NOT = {
					has_trait = desert_warrior
				}
			}
			random = {
				chance = 10
				add_trait = desert_warrior
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = jungle_stalker_trait_more_common
				}
				NOT = {
					has_trait = jungle_stalker
				}
			}
			random = {
				chance = 10
				add_trait = jungle_stalker
			}
		}
		set_interesting_traits_and_modifiers_effect = yes
	}
}

accolade_thug_character = {
	age = { 16 22 }
	random_traits = yes
	faith = faith
	random_culture = {
		culture = {
			trigger = { always = yes }
		}
		location.culture = {
			trigger = { exists = location.culture }
		}
		scope:knight_culture = {
			trigger = { exists = scope:knight_culture }
		}
		scope:varangian_culture = {
			trigger = { exists = scope:varangian_culture }
		}
		scope:turkic_culture = {
			trigger = { exists = scope:turkic_culture }
		}
		scope:type_specific_culture = {
			trigger = { exists = scope:type_specific_culture }
		}
	}
	#This is just temporary, will be replaced by squire quality-determined education trait
	random_traits_list = {
		count = 1
		education_martial_1 = {}
	}

	random_traits_list = {
		count = 1
		wrathful = {}
		arbitrary = {}
		impatient = {}
		arrogant = {}
	}
	random_traits_list = {
		count = 1
		lustful = {}
		wrathful = {}
		arbitrary = {}
		impatient = {}
		arrogant = {}
		stubborn = {}
		diligent = {}
		temperate = {}
		zealous = {}
		brave = {}
		honest = {}
		ambitious = {}
		gregarious = {}
		deceitful = {}
		trusting = {}
		generous = {}
		sadistic = {}
		vengeful = {}
		callous = {}
		greedy = {}
	}
	# Bad traits for bad squires
	random_traits_list = {
		count = squire_quality_bad_traits
		murderer = {}
		contrite = {}
		drunkard = {}
		dull = {}
		irritable = {}
		disloyal = {}
	}
	# Good traits for good squires
	random_traits_list = {
		count = squire_quality_good_traits
		strong = {}
		athletic = {}
		shrewd = {}
		reaver = {}
		lifestyle_blademaster = {}
		giant = {}
	}
	prowess = min_guest_template_skill
	gender_female_chance = scope_value_target_soldier_female_chance
	after_creation = {
		random_list = {
			1 = {
				assign_intrigue_education_from_squires_quality_effect = yes
			}
			1 = {
				assign_martial_education_from_squires_quality_effect = yes
			}
		}
#		if = {
#			limit = {
#				current_date < 1400
#				scope:new_owner = {
#					has_title = title:e_byzantium
#				}
#				culture = {
#					OR = {
#						has_cultural_parameter = unlock_maa_huscarls
#						has_cultural_parameter = unlock_maa_varangian_veterans
#					}
#				}
#			}
#			add_trait = varangian
#		}
		#berserker
		if = {
			limit = {
				faith.religion = faith:folketro.religion
			}
			random = {
				chance = 20
				add_trait = berserker
			}
		}
		
		# Cultural Traditions
		if = {
			limit = {
				culture = {
					has_cultural_parameter = winter_soldier_trait_more_common
				}
				NOT = {
					has_trait = winter_soldier
				}
			}
			random = {
				chance = 10
				add_trait = winter_soldier
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = forest_fighter_trait_more_common
				}
				NOT = {
					has_trait = forest_fighter
				}
			}
			random = {
				chance = 10
				add_trait = forest_fighter
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = rough_terrain_expert_trait_more_common
				}
				NOT = {
					has_trait = rough_terrain_expert
				}
			}
			random = {
				chance = 10
				add_trait = rough_terrain_expert
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = desert_warrior_trait_more_common
				}
				NOT = {
					has_trait = desert_warrior
				}
			}
			random = {
				chance = 10
				add_trait = desert_warrior
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = jungle_stalker_trait_more_common
				}
				NOT = {
					has_trait = jungle_stalker
				}
			}
			random = {
				chance = 10
				add_trait = jungle_stalker
			}
		}
		set_interesting_traits_and_modifiers_effect = yes
		add_random_tiered_trait_xp_effect = {
			TRAIT = lifestyle_blademaster
			LEVEL_1 = yes
			LEVEL_3 = no
		}
	}
}

accolade_disciplinarian_character = {
	age = { 16 22 }
	random_traits = yes
	faith = faith
	random_culture = {
		culture = {
			trigger = { always = yes }
		}
		location.culture = {
			trigger = { exists = location.culture }
		}
		scope:knight_culture = {
			trigger = { exists = scope:knight_culture }
		}
		scope:varangian_culture = {
			trigger = { exists = scope:varangian_culture }
		}
		scope:turkic_culture = {
			trigger = { exists = scope:turkic_culture }
		}
		scope:type_specific_culture = {
			trigger = { exists = scope:type_specific_culture }
		}
	}
	#This is just temporary, will be replaced by squire quality-determined education trait
	random_traits_list = {
		count = 1
		education_martial_1 = {}
	}
	
	random_traits_list = {
		count = 1
		stubborn = {}
		diligent = {}
		temperate = {}
	}
	random_traits_list = {
		count = 1
		lustful = {}
		wrathful = {}
		impatient = {}
		arrogant = {}
		stubborn = {}
		diligent = {}
		temperate = {}
		zealous = {}
		brave = {}
		honest = {}
		just = {}
		patient = {}
		ambitious = {}
		gregarious = {}
		deceitful = {}
		compassionate = {}
		trusting = {}
		sadistic = {}
		vengeful = {}
		callous = {}
		greedy = {}
	}
	# Bad traits for bad squires
	random_traits_list = {
		count = squire_quality_bad_traits
		murderer = {}
		contrite = {}
		drunkard = {}
		dull = {}
		flagellant = {}
	}
	# Good traits for good squires
	random_traits_list = {
		count = squire_quality_good_traits
		strong = {}
		athletic = {}
		shrewd = {}
		organizer = {}
		overseer = {}
		administrator = {}
		lifestyle_blademaster = {}
	}
	prowess = min_guest_template_skill
	gender_female_chance = scope_value_target_soldier_female_chance
	after_creation = {
		assign_stewardship_education_from_squires_quality_effect = yes
#		if = {
#			limit = {
#				current_date < 1400
#				scope:new_owner = {
#					has_title = title:e_byzantium
#				}
#				culture = {
#					OR = {
#						has_cultural_parameter = unlock_maa_huscarls
#						has_cultural_parameter = unlock_maa_varangian_veterans
#					}
#				}
#			}
#			add_trait = varangian
#		}
		# Cultural Traditions
		if = {
			limit = {
				culture = {
					has_cultural_parameter = winter_soldier_trait_more_common
				}
				NOT = {
					has_trait = winter_soldier
				}
			}
			random = {
				chance = 10
				add_trait = winter_soldier
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = forest_fighter_trait_more_common
				}
				NOT = {
					has_trait = forest_fighter
				}
			}
			random = {
				chance = 10
				add_trait = forest_fighter
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = rough_terrain_expert_trait_more_common
				}
				NOT = {
					has_trait = rough_terrain_expert
				}
			}
			random = {
				chance = 10
				add_trait = rough_terrain_expert
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = desert_warrior_trait_more_common
				}
				NOT = {
					has_trait = desert_warrior
				}
			}
			random = {
				chance = 10
				add_trait = desert_warrior
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = jungle_stalker_trait_more_common
				}
				NOT = {
					has_trait = jungle_stalker
				}
			}
			random = {
				chance = 10
				add_trait = jungle_stalker
			}
		}
		set_interesting_traits_and_modifiers_effect = yes
		add_random_tiered_trait_xp_effect = {
			TRAIT = lifestyle_blademaster
			LEVEL_1 = yes
			LEVEL_3 = no
		}
	}
}

accolade_fanatic_character = {
	age = { 16 22 }
	random_traits = yes
	faith = faith
	random_culture = {
		culture = {
			trigger = { always = yes }
		}
		location.culture = {
			trigger = { exists = location.culture }
		}
		scope:knight_culture = {
			trigger = { exists = scope:knight_culture }
		}
		scope:varangian_culture = {
			trigger = { exists = scope:varangian_culture }
		}
		scope:turkic_culture = {
			trigger = { exists = scope:turkic_culture }
		}
		scope:type_specific_culture = {
			trigger = { exists = scope:type_specific_culture }
		}
	}
	#This is just temporary, will be replaced by squire quality-determined education trait
	random_traits_list = {
		count = 1
		education_martial_1 = {}
	}
	
	random_traits_list = {
		count = 1
		zealous = {}
	}
	random_traits_list = {
		count = 1
		lustful = {}
		wrathful = {}
		arbitrary = {}
		impatient = {}
		arrogant = {}
		stubborn = {}
		diligent = {}
		temperate = {}
		zealous = {}
		brave = {}
		honest = {}
		just = {}
		patient = {}
		ambitious = {}
		gregarious = {}
		deceitful = {}
		generous = {}
		sadistic = {}
		vengeful = {}
		callous = {}
		greedy = {}
	}
	# Bad traits for bad squires
	random_traits_list = {
		count = squire_quality_bad_traits
		murderer = {}
		contrite = {}
		drunkard = {}
		dull = {}
		lunatic_1 = {}
		lunatic_genetic = {}
		flagellant = {}
		contrite = {}
	}
	# Good traits for good squires
	random_traits_list = {
		count = squire_quality_good_traits
		strong = {}
		athletic = {}
		shrewd = {}
		theologian = {}
		lifestyle_mystic = {}
		holy_warrior = {}
		whole_of_body = {}
		lifestyle_blademaster = {}
	}
	prowess = min_guest_template_skill
	gender_female_chance = scope_value_target_soldier_female_chance
	after_creation = {
		assign_learning_education_from_squires_quality_effect = yes
		# Cultural Traditions
		if = {
			limit = {
				culture = {
					has_cultural_parameter = winter_soldier_trait_more_common
				}
				NOT = {
					has_trait = winter_soldier
				}
			}
			random = {
				chance = 10
				add_trait = winter_soldier
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = forest_fighter_trait_more_common
				}
				NOT = {
					has_trait = forest_fighter
				}
			}
			random = {
				chance = 10
				add_trait = forest_fighter
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = rough_terrain_expert_trait_more_common
				}
				NOT = {
					has_trait = rough_terrain_expert
				}
			}
			random = {
				chance = 10
				add_trait = rough_terrain_expert
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = desert_warrior_trait_more_common
				}
				NOT = {
					has_trait = desert_warrior
				}
			}
			random = {
				chance = 10
				add_trait = desert_warrior
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = jungle_stalker_trait_more_common
				}
				NOT = {
					has_trait = jungle_stalker
				}
			}
			random = {
				chance = 10
				add_trait = jungle_stalker
			}
		}
		set_interesting_traits_and_modifiers_effect = yes
		add_random_tiered_trait_xp_effect = {
			TRAIT = lifestyle_blademaster
			LEVEL_1 = yes
			LEVEL_3 = no
		}
		add_random_tiered_trait_xp_effect = {
			TRAIT = lifestyle_mystic
			LEVEL_1 = yes
			LEVEL_3 = yes
		}
	}
}

accolade_valiant_character = {
	age = { 16 22 }
	random_traits = yes
	faith = faith
	random_culture = {
		culture = {
			trigger = { always = yes }
		}
		location.culture = {
			trigger = { exists = location.culture }
		}
		scope:knight_culture = {
			trigger = { exists = scope:knight_culture }
		}
		scope:varangian_culture = {
			trigger = { exists = scope:varangian_culture }
		}
		scope:turkic_culture = {
			trigger = { exists = scope:turkic_culture }
		}
		scope:type_specific_culture = {
			trigger = { exists = scope:type_specific_culture }
		}
	}
	#This is just temporary, will be replaced by squire quality-determined education trait
	random_traits_list = {
		count = 1
		education_martial_1 = {}
	}
	
	random_traits_list = {
		count = 1
		brave = {}
	}
	random_traits_list = {
		count = 1
		sadistic = {}
		callous = {}
		vengeful = {}
		lustful = {}
		wrathful = {}
		arbitrary = {}
		impatient = {}
		arrogant = {}
		stubborn = {}
		diligent = {}
		temperate = {}
		zealous = {}
		brave = {}
		honest = {}
		just = {}
		ambitious = {}
		gregarious = {}
		greedy = {}
		compassionate = {}
		generous = {}
		forgiving = {}
		trusting = {}
	}
	# Bad traits for bad squires
	random_traits_list = {
		count = squire_quality_bad_traits
		murderer = {}
		contrite = {}
		drunkard = {}
		dull = {}
		weak = {}
		hunchbacked = {}
	}
	# Good traits for good squires
	random_traits_list = {
		count = squire_quality_good_traits
		lifestyle_blademaster = {}
		lifestyle_traveler = {}
		strong = {}
		lifestyle_hunter = {}
		athletic = {}
		shrewd = {}
		gallant = {}
		loyal = {}
	}
	prowess = min_guest_template_skill
	gender_female_chance = scope_value_target_soldier_female_chance
	after_creation = {
		assign_martial_education_from_squires_quality_effect = yes
#		if = {
#			limit = {
#				current_date < 1400
#				scope:new_owner = {
#					has_title = title:e_byzantium
#				}
#				culture = {
#					OR = {
#						has_cultural_parameter = unlock_maa_huscarls
#						has_cultural_parameter = unlock_maa_varangian_veterans
#					}
#				}
#			}
#			add_trait = varangian
#		}
		#berserker
		if = {
			limit = {
				faith.religion = faith:folketro.religion
			}
			random = {
				chance = 20
				add_trait = berserker
			}
		}
		random = {
			chance = 1
			
			add_trait = lifestyle_poet
			
			modifier = {
				add = 10
				culture = { has_cultural_parameter = poet_trait_more_common }
			}
			modifier = {
				add = 5
				OR = {
					culture = { has_cultural_pillar = heritage_north_germanic }
					religion = religion:folkgerman_religion
				}
			}
		}
		
		# Cultural Traditions
		if = {
			limit = {
				culture = {
					has_cultural_parameter = winter_soldier_trait_more_common
				}
				NOT = {
					has_trait = winter_soldier
				}
			}
			random = {
				chance = 10
				add_trait = winter_soldier
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = forest_fighter_trait_more_common
				}
				NOT = {
					has_trait = forest_fighter
				}
			}
			random = {
				chance = 10
				add_trait = forest_fighter
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = rough_terrain_expert_trait_more_common
				}
				NOT = {
					has_trait = rough_terrain_expert
				}
			}
			random = {
				chance = 10
				add_trait = rough_terrain_expert
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = desert_warrior_trait_more_common
				}
				NOT = {
					has_trait = desert_warrior
				}
			}
			random = {
				chance = 10
				add_trait = desert_warrior
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = jungle_stalker_trait_more_common
				}
				NOT = {
					has_trait = jungle_stalker
				}
			}
			random = {
				chance = 10
				add_trait = jungle_stalker
			}
		}
		set_interesting_traits_and_modifiers_effect = yes
		add_random_tiered_trait_xp_effect = {
			TRAIT = lifestyle_blademaster
			LEVEL_1 = yes
			LEVEL_3 = yes
		}
		add_random_tiered_trait_track_xp_effect = {
			TRAIT = lifestyle_hunter
			TRACK = hunter
			LEVEL_1 = yes
			LEVEL_3 = no
		}
	}
}

accolade_stalwart_character = {
	age = { 16 22 }
	random_traits = yes
	faith = faith
	random_culture = {
		culture = {
			trigger = { always = yes }
		}
		location.culture = {
			trigger = { exists = location.culture }
		}
		scope:knight_culture = {
			trigger = { exists = scope:knight_culture }
		}
		scope:varangian_culture = {
			trigger = { exists = scope:varangian_culture }
		}
		scope:turkic_culture = {
			trigger = { exists = scope:turkic_culture }
		}
		scope:type_specific_culture = {
			trigger = { exists = scope:type_specific_culture }
		}
	}
	#This is just temporary, will be replaced by squire quality-determined education trait
	random_traits_list = {
		count = 1
		education_martial_1 = {}
	}
	
	random_traits_list = {
		count = 1
		honest = {}
		just = {}
		patient = {}
	}
	random_traits_list = {
		count = 1
		lustful = {}
		wrathful = {}
		arrogant = {}
		stubborn = {}
		diligent = {}
		temperate = {}
		zealous = {}
		brave = {}
		honest = {}
		just = {}
		patient = {}
		gregarious = {}
		trusting = {}
		sadistic = {}
		vengeful = {}
		callous = {}
		generous = {}
		compassionate = {}
		forgiving = {}
		greedy = {}
	}
	# Bad traits for bad squires
	random_traits_list = {
		count = squire_quality_bad_traits
		murderer = {}
		contrite = {}
		drunkard = {}
		dull = {}
		weak = {}
		hunchbacked = {}
		clubfooted = {}
	}
	# Good traits for good squires
	random_traits_list = {
		count = squire_quality_good_traits
		strong = {}
		athletic = {}
		shrewd = {}
		lifestyle_blademaster = {}
		lifestyle_hunter = {}
		athletic = {}
		strategist = {}
		confider = {}
		unyielding_defender = {}
	}
	prowess = min_guest_template_skill
	gender_female_chance = scope_value_target_soldier_female_chance
	after_creation = {
		assign_martial_education_from_squires_quality_effect = yes
#		if = {
#			limit = {
#				current_date < 1400
#				scope:new_owner = {
#					has_title = title:e_byzantium
#				}
#				culture = {
#					OR = {
#						has_cultural_parameter = unlock_maa_huscarls
#						has_cultural_parameter = unlock_maa_varangian_veterans
#					}
#				}
#			}
#			add_trait = varangian
#		}
		# Cultural Traditions
		if = {
			limit = {
				culture = {
					has_cultural_parameter = winter_soldier_trait_more_common
				}
				NOT = {
					has_trait = winter_soldier
				}
			}
			random = {
				chance = 10
				add_trait = winter_soldier
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = forest_fighter_trait_more_common
				}
				NOT = {
					has_trait = forest_fighter
				}
			}
			random = {
				chance = 10
				add_trait = forest_fighter
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = rough_terrain_expert_trait_more_common
				}
				NOT = {
					has_trait = rough_terrain_expert
				}
			}
			random = {
				chance = 10
				add_trait = rough_terrain_expert
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = desert_warrior_trait_more_common
				}
				NOT = {
					has_trait = desert_warrior
				}
			}
			random = {
				chance = 10
				add_trait = desert_warrior
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = jungle_stalker_trait_more_common
				}
				NOT = {
					has_trait = jungle_stalker
				}
			}
			random = {
				chance = 10
				add_trait = jungle_stalker
			}
		}
		set_interesting_traits_and_modifiers_effect = yes
		add_random_tiered_trait_xp_effect = {
			TRAIT = lifestyle_blademaster
			LEVEL_1 = yes
			LEVEL_3 = yes
		}
		add_random_tiered_trait_track_xp_effect = {
			TRAIT = lifestyle_hunter
			TRACK = hunter
			LEVEL_1 = yes
			LEVEL_3 = no
		}
	}
}

accolade_scoundrel_character = {
	age = { 16 22 }
	random_traits = yes
	faith = faith
	random_culture = {
		culture = {
			trigger = { always = yes }
		}
		location.culture = {
			trigger = { exists = location.culture }
		}
		scope:knight_culture = {
			trigger = { exists = scope:knight_culture }
		}
		scope:varangian_culture = {
			trigger = { exists = scope:varangian_culture }
		}
		scope:turkic_culture = {
			trigger = { exists = scope:turkic_culture }
		}
		scope:type_specific_culture = {
			trigger = { exists = scope:type_specific_culture }
		}
	}
	#This is just temporary, will be replaced by squire quality-determined education trait
	random_traits_list = {
		count = 1
		education_martial_1 = {}
	}
	
	random_traits_list = {
		count = 1
		ambitious = {}
		gregarious = {}
		greedy = {}
		deceitful = {}
	}
	random_traits_list = {
		count = 1
		lustful = {}
        wrathful = {}
        arbitrary = {}
        impatient = {}
        arrogant = {}
        stubborn = {}
        brave = {}
        patient = {}
        ambitious = {}
        gregarious = {}
        deceitful = {}
        trusting = {}
        sadistic = {}
        vengeful = {}
        callous = {}
        compassionate = {}
        forgiving = {}
        greedy = {}
	}
	# Bad traits for bad squires
	random_traits_list = {
		count = squire_quality_bad_traits
		murderer = {}
		contrite = {}
		drunkard = {}
		dull = {}
		rakish = {}
		profligate = {}
		disloyal = {}
		wild_oat = {}
	}
	# Good traits for good squires
	random_traits_list = {
		count = squire_quality_good_traits
		strong = {}
		athletic = {}
		shrewd = {}
		lifestyle_traveler = {}
		lifestyle_reveler = { }
	}
	prowess = min_guest_template_skill
	gender_female_chance = scope_value_target_soldier_female_chance
	after_creation = {
		random_list = {
			1 = {
				assign_diplomacy_education_from_squires_quality_effect = yes
			}
			1 = {
				assign_intrigue_education_from_squires_quality_effect = yes
			}
		}
#		if = {
#			limit = {
#				current_date < 1400
#				scope:new_owner = {
#					has_title = title:e_byzantium
#				}
#				culture = {
#					OR = {
#						has_cultural_parameter = unlock_maa_huscarls
#						has_cultural_parameter = unlock_maa_varangian_veterans
#					}
#				}
#			}
#			add_trait = varangian
#		}
		random = {
			chance = 1
			
			add_trait = lifestyle_poet
			
			modifier = {
				add = 10
				culture = { has_cultural_parameter = poet_trait_more_common }
			}
			modifier = {
				add = 5
				OR = {
					culture = { has_cultural_pillar = heritage_north_germanic }
					religion = religion:folkgerman_religion
				}
			}
		}
		# Cultural Traditions
		if = {
			limit = {
				culture = {
					has_cultural_parameter = winter_soldier_trait_more_common
				}
				NOT = {
					has_trait = winter_soldier
				}
			}
			random = {
				chance = 10
				add_trait = winter_soldier
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = forest_fighter_trait_more_common
				}
				NOT = {
					has_trait = forest_fighter
				}
			}
			random = {
				chance = 10
				add_trait = forest_fighter
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = rough_terrain_expert_trait_more_common
				}
				NOT = {
					has_trait = rough_terrain_expert
				}
			}
			random = {
				chance = 10
				add_trait = rough_terrain_expert
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = desert_warrior_trait_more_common
				}
				NOT = {
					has_trait = desert_warrior
				}
			}
			random = {
				chance = 10
				add_trait = desert_warrior
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = jungle_stalker_trait_more_common
				}
				NOT = {
					has_trait = jungle_stalker
				}
			}
			random = {
				chance = 10
				add_trait = jungle_stalker
			}
		}
		set_interesting_traits_and_modifiers_effect = yes
	}
}

# SKILLED ATTRIBUTES

accolade_politicker_character = {
	age = { 16 24 }
	random_traits = yes
	faith = faith
	random_culture = {
		culture = {
			trigger = { always = yes }
		}
		location.culture = {
			trigger = { exists = location.culture }
		}
		scope:knight_culture = {
			trigger = { exists = scope:knight_culture }
		}
		scope:varangian_culture = {
			trigger = { exists = scope:varangian_culture }
		}
		scope:turkic_culture = {
			trigger = { exists = scope:turkic_culture }
		}
		scope:type_specific_culture = {
			trigger = { exists = scope:type_specific_culture }
		}
	}
	#This is just temporary, will be replaced by squire quality-determined education trait
	random_traits_list = {
		count = 1
		education_martial_1 = {}
	}

	random_traits_list = {
		count = 1
		forgiving = {}
		generous = {}
		gregarious = {}
		honest = {}
		trusting = {}
		compassionate = {}
		calm = {}
		ambitious = {}
	}

	random_traits_list = {
		count = 2
		lustful = {}
		chaste = {}
		gluttonous = {}
		temperate = {}
		generous = {}
		diligent = {}
		calm = {}
		patient = {}
		impatient = {}
		arrogant = {}
		humble = {}
		honest = {}
		brave = {}
		gregarious = {}
		ambitious = {}
		content = {}
		arbitrary = {}
		just = {}
		cynical = {}
		zealous = {}
		trusting = {}
		compassionate = {}
		sadistic = {}
		stubborn = {}
		fickle = {}
		forgiving = {}
	}

	# Bad traits for bad squires
	random_traits_list = {
		count = squire_quality_bad_traits
		inappetetic = {}
		murderer = {}
		drunkard = {}
		dull = {}
		stuttering = {}
		lisping = {}
	}
	# Good traits for good squires
	random_traits_list = {
		count = squire_quality_good_traits
		strong = {}
		athletic = {}
		shrewd = {}
		lifestyle_traveler = {}
		diplomat = {}
		august = {}
		loyal = {}
		lifestyle_reveler = { }
	}
	prowess = min_guest_template_skill
	gender_female_chance = scope_value_target_soldier_female_chance
	after_creation = {
		assign_diplomacy_education_from_squires_quality_effect = yes
		random = {
			chance = 1
			
			add_trait = lifestyle_poet
			
			modifier = {
				add = 15
				culture = { has_cultural_parameter = poet_trait_more_common }
			}
			modifier = {
				add = 10
				OR = {
					culture = { has_cultural_pillar = heritage_north_germanic }
					religion = religion:folkgerman_religion
				}
			}
		}
		# Cultural Traditions
		if = {
			limit = {
				culture = {
					has_cultural_parameter = winter_soldier_trait_more_common
				}
				NOT = {
					has_trait = winter_soldier
				}
			}
			random = {
				chance = 10
				add_trait = winter_soldier
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = forest_fighter_trait_more_common
				}
				NOT = {
					has_trait = forest_fighter
				}
			}
			random = {
				chance = 10
				add_trait = forest_fighter
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = rough_terrain_expert_trait_more_common
				}
				NOT = {
					has_trait = rough_terrain_expert
				}
			}
			random = {
				chance = 10
				add_trait = rough_terrain_expert
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = desert_warrior_trait_more_common
				}
				NOT = {
					has_trait = desert_warrior
				}
			}
			random = {
				chance = 10
				add_trait = desert_warrior
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = jungle_stalker_trait_more_common
				}
				NOT = {
					has_trait = jungle_stalker
				}
			}
			random = {
				chance = 10
				add_trait = jungle_stalker
			}
		}
		set_interesting_traits_and_modifiers_effect = yes
	}
}

accolade_tactician_character = {
	age = { 16 24 }
	random_traits = yes
	faith = faith
	random_culture = {
		culture = {
			trigger = { always = yes }
		}
		location.culture = {
			trigger = { exists = location.culture }
		}
		scope:knight_culture = {
			trigger = { exists = scope:knight_culture }
		}
		scope:varangian_culture = {
			trigger = { exists = scope:varangian_culture }
		}
		scope:turkic_culture = {
			trigger = { exists = scope:turkic_culture }
		}
		scope:type_specific_culture = {
			trigger = { exists = scope:type_specific_culture }
		}
	}
	#This is just temporary, will be replaced by squire quality-determined education trait
	random_traits_list = {
		count = 1
		education_martial_1 = {}
	}

	random_traits_list = {
		count = 1
		brave = {}
		zealous = {}
		wrathful = {}
		ambitious = {}
	}
	
	random_traits_list = {
		count = 2
		lustful = {}
		chaste = {}
		gluttonous = {}
		temperate = {}
		greedy = {}
		generous = {}
		diligent = {}
		wrathful = {}
		calm = {}
		patient = {}
		impatient = {}
		arrogant = {}
		humble = {}
		deceitful = {}
		honest = {}
		brave = {}
		shy = {}
		gregarious = {}
		ambitious = {}
		content = {}
		arbitrary = {}
		just = {}
		cynical = {}
		zealous = {}
		paranoid = {}
		trusting = {}
		compassionate = {}
		callous = {}
		sadistic = {}
		stubborn = {}
		fickle = {}
		vengeful = {}
		forgiving = {}
	}
	# Bad traits for bad squires
	random_traits_list = {
		count = squire_quality_bad_traits
		murderer = {}
		contrite = {}
		drunkard = {}
		dull = {}
		weak = {}
		clubfooted = {}
		hunchbacked = {}
	}
	# Good traits for good squires
	random_traits_list = {
		count = squire_quality_good_traits
		strong = {}
		athletic = {}
		shrewd = {}
		lifestyle_hunter = {}
		lifestyle_blademaster = {}
		strategist = {}
		gallant = {}
		overseer = {}
	}
	prowess = min_guest_template_skill
	gender_female_chance = scope_value_target_soldier_female_chance
	after_creation = {
		assign_martial_education_from_squires_quality_effect = yes
		# Cultural Traditions
#		if = {
#			limit = {
#				current_date < 1400
#				scope:new_owner = {
#					has_title = title:e_byzantium
#				}
#				culture = {
#					OR = {
#						has_cultural_parameter = unlock_maa_huscarls
#						has_cultural_parameter = unlock_maa_varangian_veterans
#					}
#				}
#			}
#			add_trait = varangian
#		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = winter_soldier_trait_more_common
				}
				NOT = {
					has_trait = winter_soldier
				}
			}
			random = {
				chance = 10
				add_trait = winter_soldier
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = forest_fighter_trait_more_common
				}
				NOT = {
					has_trait = forest_fighter
				}
			}
			random = {
				chance = 10
				add_trait = forest_fighter
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = rough_terrain_expert_trait_more_common
				}
				NOT = {
					has_trait = rough_terrain_expert
				}
			}
			random = {
				chance = 10
				add_trait = rough_terrain_expert
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = desert_warrior_trait_more_common
				}
				NOT = {
					has_trait = desert_warrior
				}
			}
			random = {
				chance = 10
				add_trait = desert_warrior
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = jungle_stalker_trait_more_common
				}
				NOT = {
					has_trait = jungle_stalker
				}
			}
			random = {
				chance = 10
				add_trait = jungle_stalker
			}
		}
		add_random_tiered_trait_track_xp_effect = {
			TRAIT = lifestyle_hunter
			TRACK = hunter
			LEVEL_1 = yes
			LEVEL_3 = no
		}
		set_interesting_traits_and_modifiers_effect = yes
	}
}

accolade_reeve_character = {
	age = { 16 24 }
	random_traits = yes
	faith = faith
	random_culture = {
		culture = {
			trigger = { always = yes }
		}
		location.culture = {
			trigger = { exists = location.culture }
		}
		scope:knight_culture = {
			trigger = { exists = scope:knight_culture }
		}
		scope:varangian_culture = {
			trigger = { exists = scope:varangian_culture }
		}
		scope:turkic_culture = {
			trigger = { exists = scope:turkic_culture }
		}
		scope:type_specific_culture = {
			trigger = { exists = scope:type_specific_culture }
		}
	}
	#This is just temporary, will be replaced by squire quality-determined education trait
	random_traits_list = {
		count = 1
		education_martial_1 = {}
	}

	random_traits_list = {
		count = 1
		diligent = {}
		temperate = {}
		just = {}
		stubborn = {}
		ambitious = {}
	}

	random_traits_list = {
		count = 2
		lustful = {}
        chaste = {}
        temperate = {}
        greedy = {}
        generous = {}
        diligent = {}
        wrathful = {}
        calm = {}
        patient = {}
        impatient = {}
        arrogant = {}
        humble = {}
        deceitful = {}
        honest = {}
        brave = {}
        shy = {}
        gregarious = {}
        ambitious = {}
        content = {}
        just = {}
        cynical = {}
        zealous = {}
        paranoid = {}
        trusting = {}
        compassionate = {}
        callous = {}
        sadistic = {}
        stubborn = {}
        vengeful = {}
        forgiving = {}
	}
	# Bad traits for bad squires
	random_traits_list = {
		count = squire_quality_bad_traits
		murderer = {}
		profligate = {}
		drunkard = {}
		dull = {}
		comfort_eater = {}
	}
	# Good traits for good squires
	random_traits_list = {
		count = squire_quality_good_traits
		strong = {}
		athletic = {}
		shrewd = {}
		avaricious = {}
		administrator = {}
		architect = {}
	}
	prowess = min_guest_template_skill
	gender_female_chance = scope_value_target_soldier_female_chance
	after_creation = {
		assign_stewardship_education_from_squires_quality_effect = yes
		# Cultural Traditions
		if = {
			limit = {
				culture = {
					has_cultural_parameter = winter_soldier_trait_more_common
				}
				NOT = {
					has_trait = winter_soldier
				}
			}
			random = {
				chance = 10
				add_trait = winter_soldier
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = forest_fighter_trait_more_common
				}
				NOT = {
					has_trait = forest_fighter
				}
			}
			random = {
				chance = 10
				add_trait = forest_fighter
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = rough_terrain_expert_trait_more_common
				}
				NOT = {
					has_trait = rough_terrain_expert
				}
			}
			random = {
				chance = 10
				add_trait = rough_terrain_expert
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = desert_warrior_trait_more_common
				}
				NOT = {
					has_trait = desert_warrior
				}
			}
			random = {
				chance = 10
				add_trait = desert_warrior
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = jungle_stalker_trait_more_common
				}
				NOT = {
					has_trait = jungle_stalker
				}
			}
			random = {
				chance = 10
				add_trait = jungle_stalker
			}
		}
		set_interesting_traits_and_modifiers_effect = yes
	}
}

accolade_manipulator_character = {
	age = { 16 24 }
	random_traits = yes
	faith = faith
	random_culture = {
		culture = {
			trigger = { always = yes }
		}
		location.culture = {
			trigger = { exists = location.culture }
		}
		scope:knight_culture = {
			trigger = { exists = scope:knight_culture }
		}
		scope:varangian_culture = {
			trigger = { exists = scope:varangian_culture }
		}
		scope:turkic_culture = {
			trigger = { exists = scope:turkic_culture }
		}
		scope:type_specific_culture = {
			trigger = { exists = scope:type_specific_culture }
		}
	}
	#This is just temporary, will be replaced by squire quality-determined education trait
	random_traits_list = {
		count = 1
		education_martial_1 = {}
	}

	random_traits_list = {
		count = 1
		craven = {}
		lustful = {}
		fickle = {}
		vengeful = {}
		deceitful = {}
		arbitrary = {}
		paranoid = {}
		cynical = {}
		callous = {}
		sadistic = {}
		ambitious = {}
		calm = {}
	}

	random_traits_list = {
		count = 2
		lustful = {}
        chaste = {}
        gluttonous = {}
        temperate = {}
        greedy = {}
        generous = {}
        diligent = {}
        calm = {}
        patient = {}
        impatient = {}
        arrogant = {}
        humble = {}
        deceitful = {}
        brave = {}
        shy = {}
        gregarious = {}
        ambitious = {}
        arbitrary = {}
        cynical = {}
        zealous = {}
        paranoid = {}
        callous = {}
        sadistic = {}
        stubborn = {}
        fickle = {}
        vengeful = {}
	}
	# Bad traits for bad squires
	random_traits_list = {
		count = squire_quality_bad_traits
		murderer = {}
		contrite = {}
		drunkard = {}
		dull = {}
		loyal = {}
		blind = {}
	}
	# Good traits for good squires
	random_traits_list = {
		count = squire_quality_good_traits
		strong = {}
		athletic = {}
		shrewd = {}
		schemer = {}
		seducer = {}
		torturer = {}
		lifestyle_herbalist = {}
		lifestyle_reveler = {}
	}
	prowess = min_guest_template_skill
	gender_female_chance = scope_value_target_soldier_female_chance
	after_creation = {
		assign_intrigue_education_from_squires_quality_effect = yes
		# Cultural Traditions
#		if = {
#			limit = {
#				current_date < 1400
#				scope:new_owner = {
#					has_title = title:e_byzantium
#				}
#				culture = {
#					OR = {
#						has_cultural_parameter = unlock_maa_huscarls
#						has_cultural_parameter = unlock_maa_varangian_veterans
#					}
#				}
#			}
#			add_trait = varangian
#		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = winter_soldier_trait_more_common
				}
				NOT = {
					has_trait = winter_soldier
				}
			}
			random = {
				chance = 10
				add_trait = winter_soldier
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = forest_fighter_trait_more_common
				}
				NOT = {
					has_trait = forest_fighter
				}
			}
			random = {
				chance = 10
				add_trait = forest_fighter
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = rough_terrain_expert_trait_more_common
				}
				NOT = {
					has_trait = rough_terrain_expert
				}
			}
			random = {
				chance = 10
				add_trait = rough_terrain_expert
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = desert_warrior_trait_more_common
				}
				NOT = {
					has_trait = desert_warrior
				}
			}
			random = {
				chance = 10
				add_trait = desert_warrior
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = jungle_stalker_trait_more_common
				}
				NOT = {
					has_trait = jungle_stalker
				}
			}
			random = {
				chance = 10
				add_trait = jungle_stalker
			}
		}
		set_interesting_traits_and_modifiers_effect = yes
	}
}

accolade_mentor_character = {
	age = { 22 30 }
	random_traits = yes
	faith = faith
	random_culture = {
		culture = {
			trigger = { always = yes }
		}
		location.culture = {
			trigger = { exists = location.culture }
		}
		scope:knight_culture = {
			trigger = { exists = scope:knight_culture }
		}
		scope:varangian_culture = {
			trigger = { exists = scope:varangian_culture }
		}
		scope:turkic_culture = {
			trigger = { exists = scope:turkic_culture }
		}
		scope:type_specific_culture = {
			trigger = { exists = scope:type_specific_culture }
		}
	}
	#This is just temporary, will be replaced by squire quality-determined education trait
	random_traits_list = {
		count = 1
		education_martial_1 = {}
	}

	random_traits_list = {
		count = 1
		wrathful = {}
        arrogant = {}
        lustful = {}
        compassionate = {}
        forgiving = {}
        trusting = {}
        generous = {}
        zealous = {}
        sadistic = {}
        callous = {}
        vengeful = {}
        stubborn = {}
        diligent = {}
        temperate = {}
        brave = {}
        honest = {}
        just = {}
        patient = {}
        ambitious = {}
        gregarious = {}
        deceitful = {}
        greedy = {}
	}
	# Bad traits for bad squires
	random_traits_list = {
		count = squire_quality_bad_traits
		murderer = {}
		drunkard = {}
		dull = {}
		inappetetic = {}
		flagellant = {}
		rakish = {}
	}
	# Good traits for good squires
	random_traits_list = {
		count = squire_quality_good_traits
		strong = {}
		athletic = {}
		shrewd = {}
		journaller = {}
		scholar = {}
		theologian = {}
		lifestyle_traveler = {}
		whole_of_body = {}
		lifestyle_physician = {}
	}
	prowess = min_guest_template_skill
	gender_female_chance = scope_value_target_soldier_female_chance
	after_creation = {
		assign_learning_education_from_squires_quality_effect = yes
		# Cultural Traditions
		if = {
			limit = {
				culture = {
					has_cultural_parameter = winter_soldier_trait_more_common
				}
				NOT = {
					has_trait = winter_soldier
				}
			}
			random = {
				chance = 10
				add_trait = winter_soldier
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = forest_fighter_trait_more_common
				}
				NOT = {
					has_trait = forest_fighter
				}
			}
			random = {
				chance = 10
				add_trait = forest_fighter
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = rough_terrain_expert_trait_more_common
				}
				NOT = {
					has_trait = rough_terrain_expert
				}
			}
			random = {
				chance = 10
				add_trait = rough_terrain_expert
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = desert_warrior_trait_more_common
				}
				NOT = {
					has_trait = desert_warrior
				}
			}
			random = {
				chance = 10
				add_trait = desert_warrior
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = jungle_stalker_trait_more_common
				}
				NOT = {
					has_trait = jungle_stalker
				}
			}
			random = {
				chance = 10
				add_trait = jungle_stalker
			}
		}
		set_interesting_traits_and_modifiers_effect = yes
	}
}

accolade_contender_character = {
	age = { 16 24 }
	random_traits = yes
	faith = faith
	random_culture = {
		culture = {
			trigger = { always = yes }
		}
		location.culture = {
			trigger = { exists = location.culture }
		}
		scope:knight_culture = {
			trigger = { exists = scope:knight_culture }
		}
		scope:varangian_culture = {
			trigger = { exists = scope:varangian_culture }
		}
		scope:turkic_culture = {
			trigger = { exists = scope:turkic_culture }
		}
		scope:type_specific_culture = {
			trigger = { exists = scope:type_specific_culture }
		}
	}
	#This is just temporary, will be replaced by squire quality-determined education trait
	random_traits_list = {
		count = 1
		education_martial_1 = {}
	}
	random_traits_list = {
		count = 1
		wrathful = {}
        arbitrary = {}
        impatient = {}
        arrogant = {}
        lustful = {}
        compassionate = {}
        forgiving = {}
        trusting = {}
        generous = {}
        zealous = {}
        sadistic = {}
        callous = {}
        vengeful = {}
        stubborn = {}
        diligent = {}
        temperate = {}
        brave = {}
        honest = {}
        just = {}
        patient = {}
        ambitious = {}
        gregarious = {}
        deceitful = {}
        greedy = {}
	}
	# Bad traits for bad squires
	random_traits_list = {
		count = squire_quality_bad_traits
		murderer = {}
		contrite = {}
		drunkard = {}
		dull = {}
		irritable = {}
		inappetetic = {}
	}
	# Good traits for good squires
	random_traits_list = {
		count = squire_quality_good_traits
		strong = {}
		athletic = {}
		shrewd = {}
		giant = {}
		gallant = {}
		lifestyle_blademaster = {}
	}
	prowess = min_guest_template_skill
	gender_female_chance = scope_value_target_soldier_female_chance
	after_creation = {
		random_list = {
			1 = {
				assign_martial_education_from_squires_quality_effect = yes
			}
			1 = {
				assign_diplomacy_education_from_squires_quality_effect = yes
			}
		}
		#berserker
		if = {
			limit = {
				faith.religion = faith:folketro.religion
			}
			random = {
				chance = 20
				add_trait = berserker
			}
		}
		# Cultural Traditions
#		if = {
#			limit = {
#				current_date < 1400
#				scope:new_owner = {
#					has_title = title:e_byzantium
#				}
#				culture = {
#					OR = {
#						has_cultural_parameter = unlock_maa_huscarls
#						has_cultural_parameter = unlock_maa_varangian_veterans
#					}
#				}
#			}
#			add_trait = varangian
#		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = winter_soldier_trait_more_common
				}
				NOT = {
					has_trait = winter_soldier
				}
			}
			random = {
				chance = 10
				add_trait = winter_soldier
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = forest_fighter_trait_more_common
				}
				NOT = {
					has_trait = forest_fighter
				}
			}
			random = {
				chance = 10
				add_trait = forest_fighter
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = rough_terrain_expert_trait_more_common
				}
				NOT = {
					has_trait = rough_terrain_expert
				}
			}
			random = {
				chance = 10
				add_trait = rough_terrain_expert
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = desert_warrior_trait_more_common
				}
				NOT = {
					has_trait = desert_warrior
				}
			}
			random = {
				chance = 10
				add_trait = desert_warrior
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = jungle_stalker_trait_more_common
				}
				NOT = {
					has_trait = jungle_stalker
				}
			}
			random = {
				chance = 10
				add_trait = jungle_stalker
			}
		}
		set_interesting_traits_and_modifiers_effect = yes
		add_random_tiered_trait_xp_effect = {
			TRAIT = lifestyle_blademaster
			LEVEL_1 = yes
			LEVEL_3 = yes
		}
	}
}

# MEN-AT-ARMS ACCOLADES

accolade_archer_character = {
	age = { 16 22 }
	random_traits = yes
	faith = faith
	random_culture = {
		culture = {
			trigger = { always = yes }
		}
		location.culture = {
			trigger = { exists = location.culture }
		}
		scope:knight_culture = {
			trigger = { exists = scope:knight_culture }
		}
		scope:varangian_culture = {
			trigger = { exists = scope:varangian_culture }
		}
		scope:turkic_culture = {
			trigger = { exists = scope:turkic_culture }
		}
		scope:type_specific_culture = {
			trigger = { exists = scope:type_specific_culture }
		}
	}
	#This is just temporary, will be replaced by squire quality-determined education trait
	random_traits_list = {
		count = 1
		education_martial_1 = {}
	}
	random_traits_list = {
		count = 1
		arbitrary = {}
        impatient = {}
        lustful = {}
        compassionate = {}
        forgiving = {}
        trusting = {}
        generous = {}
        sadistic = {}
        callous = {}
        vengeful = {}
        stubborn = {}
        diligent = {}
        temperate = {}
        honest = {}
        just = {}
        patient = {}
        ambitious = {}
        gregarious = {}
        deceitful = {}
        greedy = {}
	}
	# Bad traits for bad squires
	random_traits_list = {
		count = squire_quality_bad_traits
		murderer = {}
		contrite = {}
		drunkard = {}
		dull = {}
		irritable = {}
		inappetetic = {}
	}
	# Good traits for good squires
	random_traits_list = {
		count = squire_quality_good_traits
		strong = {}
		athletic = {}
		shrewd = {}
		giant = {}
		gallant = {}
		lifestyle_hunter = {}
	}	
	prowess = min_guest_template_skill
	gender_female_chance = scope_value_target_soldier_female_chance
	after_creation = {
		assign_martial_education_from_squires_quality_effect = yes
		# Cultural Traditions
		if = {
			limit = {
				culture = {
					has_cultural_parameter = winter_soldier_trait_more_common
				}
				NOT = {
					has_trait = winter_soldier
				}
			}
			random = {
				chance = 10
				add_trait = winter_soldier
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = forest_fighter_trait_more_common
				}
				NOT = {
					has_trait = forest_fighter
				}
			}
			add_trait = forest_fighter
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = rough_terrain_expert_trait_more_common
				}
				NOT = {
					has_trait = rough_terrain_expert
				}
			}
			random = {
				chance = 10
				add_trait = rough_terrain_expert
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = desert_warrior_trait_more_common
				}
				NOT = {
					has_trait = desert_warrior
				}
			}
			random = {
				chance = 10
				add_trait = desert_warrior
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = jungle_stalker_trait_more_common
				}
				NOT = {
					has_trait = jungle_stalker
				}
			}
			random = {
				chance = 10
				add_trait = jungle_stalker
			}
		}
		set_interesting_traits_and_modifiers_effect = yes
		add_random_tiered_trait_track_xp_effect = {
			TRAIT = lifestyle_hunter
			TRACK = hunter
			LEVEL_1 = yes
			LEVEL_3 = yes
		}
	}
}

accolade_skirmisher_character = {
	age = { 16 22 }
	random_traits = yes
	faith = faith
	random_culture = {
		culture = {
			trigger = { always = yes }
		}
		location.culture = {
			trigger = { exists = location.culture }
		}
		scope:knight_culture = {
			trigger = { exists = scope:knight_culture }
		}
		scope:varangian_culture = {
			trigger = { exists = scope:varangian_culture }
		}
		scope:turkic_culture = {
			trigger = { exists = scope:turkic_culture }
		}
		scope:type_specific_culture = {
			trigger = { exists = scope:type_specific_culture }
		}
	}
	#This is just temporary, will be replaced by squire quality-determined education trait
	random_traits_list = {
		count = 1
		education_martial_1 = {}
	}
	random_traits_list = {
		count = 1
		wrathful = {}
        arbitrary = {}
        impatient = {}
        arrogant = {}
        lustful = {}
        compassionate = {}
        forgiving = {}
        trusting = {}
        generous = {}
        zealous = {}
        sadistic = {}
        callous = {}
        vengeful = {}
        stubborn = {}
        diligent = {}
        temperate = {}
        brave = {}
        just = {}
        patient = {}
        ambitious = {}
        gregarious = {}
        deceitful = {}
        greedy = {}
	}
	# Bad traits for bad squires
	random_traits_list = {
		count = squire_quality_bad_traits
		murderer = {}
		contrite = {}
		drunkard = {}
		dull = {}
		irritable = {}
		inappetetic = {}
	}
	# Good traits for good squires
	random_traits_list = {
		count = squire_quality_good_traits
		strong = {}
		athletic = {}
		shrewd = {}
		physique_good_1 = {}
		gallant = {}
		lifestyle_hunter = {}
	}
	prowess = min_guest_template_skill
	gender_female_chance = scope_value_target_soldier_female_chance
	after_creation = {
		assign_martial_education_from_squires_quality_effect = yes
		add_trait = tourney_participant
		add_trait_xp = {
			trait = tourney_participant
			track = bow
			value = 10
		}
		add_trait_xp = {
			trait = tourney_participant
			track = foot
			value = 10
		}

		# Cultural Traditions
		if = {
			limit = {
				culture = {
					has_cultural_parameter = winter_soldier_trait_more_common
				}
				NOT = {
					has_trait = winter_soldier
				}
			}
			add_trait = winter_soldier
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = forest_fighter_trait_more_common
				}
				NOT = {
					has_trait = forest_fighter
				}
			}
			random = {
				chance = 10
				add_trait = forest_fighter
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = rough_terrain_expert_trait_more_common
				}
				NOT = {
					has_trait = rough_terrain_expert
				}
			}
			random = {
				chance = 10
				add_trait = rough_terrain_expert
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = desert_warrior_trait_more_common
				}
				NOT = {
					has_trait = desert_warrior
				}
			}
			random = {
				chance = 10
				add_trait = desert_warrior
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = jungle_stalker_trait_more_common
				}
				NOT = {
					has_trait = jungle_stalker
				}
			}
			add_trait = jungle_stalker
		}
		set_interesting_traits_and_modifiers_effect = yes
		add_random_tiered_trait_track_xp_effect = {
			TRAIT = lifestyle_hunter
			TRACK = hunter
			LEVEL_1 = yes
			LEVEL_3 = yes
		}
		add_random_tiered_trait_xp_effect = {
			TRAIT = lifestyle_blademaster
			LEVEL_1 = yes
			LEVEL_3 = yes
		}
	}
}

accolade_pike_character = {
	age = { 16 22 }
	random_traits = yes
	faith = faith
	random_culture = {
		culture = {
			trigger = { always = yes }
		}
		location.culture = {
			trigger = { exists = location.culture }
		}
		scope:knight_culture = {
			trigger = { exists = scope:knight_culture }
		}
		scope:varangian_culture = {
			trigger = { exists = scope:varangian_culture }
		}
		scope:turkic_culture = {
			trigger = { exists = scope:turkic_culture }
		}
		scope:type_specific_culture = {
			trigger = { exists = scope:type_specific_culture }
		}
	}
	#This is just temporary, will be replaced by squire quality-determined education trait
	random_traits_list = {
		count = 1
		education_martial_1 = {}
	}

	random_traits_list = {
		count = 1
		arbitrary = {}
        lustful = {}
        compassionate = {}
        forgiving = {}
        trusting = {}
        generous = {}
        zealous = {}
        sadistic = {}
        callous = {}
        vengeful = {}
        stubborn = {}
        diligent = {}
        temperate = {}
        honest = {}
        just = {}
        patient = {}
        ambitious = {}
        gregarious = {}
        deceitful = {}
        greedy = {}
	}
	# Bad traits for bad squires
	random_traits_list = {
		count = squire_quality_bad_traits
		murderer = {}
		contrite = {}
		drunkard = {}
		dull = {}
		irritable = {}
		inappetetic = {}
		weak = {}
	}
	# Good traits for good squires
	random_traits_list = {
		count = squire_quality_good_traits
		strong = {}
		athletic = {}
		shrewd = {}
		giant = {}
		gallant = {}
		lifestyle_blademaster = {}
		rough_terrain_expert = {}
	}
	prowess = min_guest_template_skill
	gender_female_chance = scope_value_target_soldier_female_chance
	after_creation = {
		assign_martial_education_from_squires_quality_effect = yes
		add_trait = tourney_participant
		add_trait_xp = {
			trait = tourney_participant
			track = foot
			value = 10
		}

		# Cultural Traditions
#		if = {
#			limit = {
#				current_date < 1400
#				scope:new_owner = {
#					has_title = title:e_byzantium
#				}
#				culture = {
#					OR = {
#						has_cultural_parameter = unlock_maa_huscarls
#						has_cultural_parameter = unlock_maa_varangian_veterans
#					}
#				}
#			}
#			add_trait = varangian
#		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = winter_soldier_trait_more_common
				}
				NOT = {
					has_trait = winter_soldier
				}
			}
			random = {
				chance = 10
				add_trait = winter_soldier
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = forest_fighter_trait_more_common
				}
				NOT = {
					has_trait = forest_fighter
				}
			}
			random = {
				chance = 10
				add_trait = forest_fighter
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = rough_terrain_expert_trait_more_common
				}
				NOT = {
					has_trait = rough_terrain_expert
				}
			}
			add_trait = rough_terrain_expert
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = desert_warrior_trait_more_common
				}
				NOT = {
					has_trait = desert_warrior
				}
			}
			random = {
				chance = 10
				add_trait = desert_warrior
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = jungle_stalker_trait_more_common
				}
				NOT = {
					has_trait = jungle_stalker
				}
			}
			random = {
				chance = 10
				add_trait = jungle_stalker
			}
		}
		set_interesting_traits_and_modifiers_effect = yes
	}
}

accolade_outrider_character = {
	age = { 16 22 }
	random_traits = yes
	faith = faith
	random_culture = {
		culture = {
			trigger = { always = yes }
		}
		location.culture = {
			trigger = { exists = location.culture }
		}
		scope:knight_culture = {
			trigger = { exists = scope:knight_culture }
		}
		scope:varangian_culture = {
			trigger = { exists = scope:varangian_culture }
		}
		scope:turkic_culture = {
			trigger = { exists = scope:turkic_culture }
		}
		scope:type_specific_culture = {
			trigger = { exists = scope:type_specific_culture }
		}
	}
	#This is just temporary, will be replaced by squire quality-determined education trait
	random_traits_list = {
		count = 1
		education_martial_1 = {}
	}

	random_traits_list = {
		count = 1
		wrathful = {}
        arbitrary = {}
        impatient = {}
        arrogant = {}
        lustful = {}
        compassionate = {}
        forgiving = {}
        trusting = {}
        generous = {}
        zealous = {}
        sadistic = {}
        callous = {}
        vengeful = {}
        stubborn = {}
        diligent = {}
        temperate = {}
        brave = {}
        honest = {}
        just = {}
        ambitious = {}
        gregarious = {}
        deceitful = {}
        greedy = {}
	}
	# Bad traits for bad squires
	random_traits_list = {
		count = squire_quality_bad_traits
		murderer = {}
		contrite = {}
		drunkard = {}
		dull = {}
		irritable = {}
		inappetetic = {}
		weak = {}
	}
	# Good traits for good squires
	random_traits_list = {
		count = squire_quality_good_traits
		strong = {}
		athletic = {}
		shrewd = {}
		physique_good_1 = {}
		gallant = {}
		lifestyle_blademaster = {}
		lifestyle_hunter = {}
		open_terrain_expert = {}
	}
	prowess = min_guest_template_skill
	gender_female_chance = scope_value_target_soldier_female_chance
	after_creation = {
		assign_martial_education_from_squires_quality_effect = yes
		add_trait = tourney_participant
		add_trait_xp = {
			trait = tourney_participant
			track = horse
			value = 10
		}

		# Cultural Traditions
		if = {
			limit = {
				culture = {
					has_cultural_parameter = winter_soldier_trait_more_common
				}
				NOT = {
					has_trait = winter_soldier
				}
			}
			random = {
				chance = 10
				add_trait = winter_soldier
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = forest_fighter_trait_more_common
				}
				NOT = {
					has_trait = forest_fighter
				}
			}
			random = {
				chance = 10
				add_trait = forest_fighter
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = rough_terrain_expert_trait_more_common
				}
				NOT = {
					has_trait = rough_terrain_expert
				}
			}
			random = {
				chance = 10
				add_trait = rough_terrain_expert
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = desert_warrior_trait_more_common
				}
				NOT = {
					has_trait = desert_warrior
				}
			}
			random = {
				chance = 10
				add_trait = desert_warrior
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = jungle_stalker_trait_more_common
				}
				NOT = {
					has_trait = jungle_stalker
				}
			}
			random = {
				chance = 10
				add_trait = jungle_stalker
			}
		}
		add_random_tiered_trait_track_xp_effect = {
			TRAIT = lifestyle_hunter
			TRACK = hunter
			LEVEL_1 = yes
			LEVEL_3 = yes
		}
		set_interesting_traits_and_modifiers_effect = yes
	}
}

accolade_vanguard_character = {
	age = { 16 22 }
	random_traits = yes
	faith = faith
	random_culture = {
		culture = {
			trigger = { always = yes }
		}
		location.culture = {
			trigger = {
				exists = location.culture
				location.culture = {
					OR = {
						has_innovation = innovation_quilted_armor
						has_cultural_tradition = tradition_fp1_coastal_warriors
						has_cultural_tradition = tradition_hird
						has_cultural_tradition = tradition_futuwaa
						has_cultural_tradition = tradition_druzhina
						has_cultural_tradition = tradition_khadga_puja
						has_cultural_tradition = tradition_garuda_warriors
						has_cultural_tradition = tradition_himalayan_settlers
						has_cultural_tradition = tradition_mubarizuns
						has_cultural_tradition = tradition_burman_royal_army
						has_cultural_tradition = tradition_mountaineer_ruralism
						has_innovation = innovation_sarawit
						has_innovation = innovation_legionnaires
						has_cultural_parameter = unlock_zhanmadao
						has_cultural_parameter = unlock_burenjia
					}
				}
			}
		}
		scope:knight_culture = {
			trigger = {
				exists = scope:knight_culture
				scope:knight_culture = {
					OR = {
						has_innovation = innovation_quilted_armor
						has_cultural_tradition = tradition_fp1_coastal_warriors
						has_cultural_tradition = tradition_hird
						has_cultural_tradition = tradition_futuwaa
						has_cultural_tradition = tradition_druzhina
						has_cultural_tradition = tradition_khadga_puja
						has_cultural_tradition = tradition_garuda_warriors
						has_cultural_tradition = tradition_himalayan_settlers
						has_cultural_tradition = tradition_mubarizuns
						has_cultural_tradition = tradition_burman_royal_army
						has_cultural_tradition = tradition_mountaineer_ruralism
						has_innovation = innovation_sarawit
						has_innovation = innovation_legionnaires
						has_cultural_parameter = unlock_zhanmadao
						has_cultural_parameter = unlock_burenjia
					}
				}
			}
		}
		scope:varangian_culture = {
			trigger = {
				exists = scope:varangian_culture
				scope:varangian_culture = {
					OR = {
						has_innovation = innovation_quilted_armor
						has_cultural_tradition = tradition_fp1_coastal_warriors
						has_cultural_tradition = tradition_hird
						has_cultural_tradition = tradition_futuwaa
						has_cultural_tradition = tradition_druzhina
						has_cultural_tradition = tradition_khadga_puja
						has_cultural_tradition = tradition_garuda_warriors
						has_cultural_tradition = tradition_himalayan_settlers
						has_cultural_tradition = tradition_mubarizuns
						has_cultural_tradition = tradition_burman_royal_army
						has_cultural_tradition = tradition_mountaineer_ruralism
						has_innovation = innovation_sarawit
						has_innovation = innovation_legionnaires
						has_cultural_parameter = unlock_zhanmadao
						has_cultural_parameter = unlock_burenjia
					}
				}
			}
		}
		scope:type_specific_culture = {
			trigger = {
				exists = scope:type_specific_culture
				scope:type_specific_culture = {
					OR = {
						has_innovation = innovation_quilted_armor
						has_cultural_tradition = tradition_fp1_coastal_warriors
						has_cultural_tradition = tradition_hird
						has_cultural_tradition = tradition_futuwaa
						has_cultural_tradition = tradition_druzhina
						has_cultural_tradition = tradition_khadga_puja
						has_cultural_tradition = tradition_garuda_warriors
						has_cultural_tradition = tradition_himalayan_settlers
						has_cultural_tradition = tradition_mubarizuns
						has_cultural_tradition = tradition_burman_royal_army
						has_cultural_tradition = tradition_mountaineer_ruralism
						has_innovation = innovation_sarawit
						has_innovation = innovation_legionnaires
						has_cultural_parameter = unlock_zhanmadao
						has_cultural_parameter = unlock_burenjia
					}
				}
			}
		}
	}
	#This is just temporary, will be replaced by squire quality-determined education trait
	random_traits_list = {
		count = 1
		education_martial_1 = {}
	}

	random_traits_list = {
		count = 1
		wrathful = {}
        arbitrary = {}
        impatient = {}
        arrogant = {}
        lustful = {}
        compassionate = {}
        forgiving = {}
        trusting = {}
        generous = {}
        zealous = {}
        sadistic = {}
        callous = {}
        vengeful = {}
        stubborn = {}
        diligent = {}
        temperate = {}
        brave = {}
        honest = {}
        just = {}
        patient = {}
        ambitious = {}
        gregarious = {}
        greedy = {}
	}
	# Bad traits for bad squires
	random_traits_list = {
		count = squire_quality_bad_traits
		murderer = {}
		contrite = {}
		drunkard = {}
		dull = {}
		irritable = {}
		flagellant = {}
		rakish = {}
	}
	# Good traits for good squires
	random_traits_list = {
		count = squire_quality_good_traits
		strong = {}
		athletic = {}
		shrewd = {}
		giant = {}
		gallant = {}
		lifestyle_blademaster = {}
	}
	prowess = min_guest_template_skill
	gender_female_chance = scope_value_target_soldier_female_chance
	after_creation = {
		assign_martial_education_from_squires_quality_effect = yes
		add_trait = tourney_participant
		add_trait_xp = {
			trait = tourney_participant
			track = foot
			value = 10
		}

		# Cultural Traditions
		#berserker
		if = {
			limit = {
				faith.religion = faith:folketro.religion
			}
			random = {
				chance = 20
				add_trait = berserker
			}
		}
#		if = {
#			limit = {
#				current_date < 1400
#				scope:new_owner = {
#					has_title = title:e_byzantium
#				}
#				culture = {
#					OR = {
#						has_cultural_parameter = unlock_maa_huscarls
#						has_cultural_parameter = unlock_maa_varangian_veterans
#					}
#				}
#			}
#			add_trait = varangian
#		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = winter_soldier_trait_more_common
				}
				NOT = {
					has_trait = winter_soldier
				}
			}
			random = {
				chance = 10
				add_trait = winter_soldier
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = forest_fighter_trait_more_common
				}
				NOT = {
					has_trait = forest_fighter
				}
			}
			random = {
				chance = 10
				add_trait = forest_fighter
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = rough_terrain_expert_trait_more_common
				}
				NOT = {
					has_trait = rough_terrain_expert
				}
			}
			random = {
				chance = 10
				add_trait = rough_terrain_expert
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = desert_warrior_trait_more_common
				}
				NOT = {
					has_trait = desert_warrior
				}
			}
			random = {
				chance = 10
				add_trait = desert_warrior
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = jungle_stalker_trait_more_common
				}
				NOT = {
					has_trait = jungle_stalker
				}
			}
			random = {
				chance = 10
				add_trait = jungle_stalker
			}
		}
		add_random_tiered_trait_xp_effect = {
			TRAIT = lifestyle_blademaster
			LEVEL_1 = yes
			LEVEL_3 = yes
		}
		set_interesting_traits_and_modifiers_effect = yes
	}
}

accolade_lancer_character = {
	age = { 16 22 }
	random_traits = yes
	faith = faith
	random_culture = {
		culture = {
			trigger = { always = yes }
		}
		location.culture = {
			trigger = {
				exists = location.culture
				location.culture = {
					OR = {
						has_innovation = innovation_arched_saddle
						has_cultural_tradition = tradition_caucasian_wolves
						has_cultural_tradition = tradition_ep3_audacious_cadets
						has_cultural_tradition = tradition_roman_legacy
						has_cultural_tradition = tradition_ep3_imperial_tagmata
						has_innovation = innovation_valets
						has_cultural_parameter = unlock_maa_cataphract_archers
						has_innovation = innovation_tiefutu
						has_cultural_parameter = unlock_maa_black_armor_cavalry
					}
				}
			}
		}
		scope:knight_culture = {
			trigger = {
				exists = scope:knight_culture
				scope:knight_culture = {
					OR = {
						has_innovation = innovation_arched_saddle
						has_cultural_tradition = tradition_caucasian_wolves
						has_cultural_tradition = tradition_ep3_audacious_cadets
						has_cultural_tradition = tradition_roman_legacy
						has_cultural_tradition = tradition_ep3_imperial_tagmata
						has_innovation = innovation_valets
						has_cultural_parameter = unlock_maa_cataphract_archers
						has_innovation = innovation_tiefutu
						has_cultural_parameter = unlock_maa_black_armor_cavalry
					}
				}
			}
		}
		scope:turkic_culture = {
			trigger = {
				exists = scope:turkic_culture
				scope:turkic_culture = {
					OR = {
						has_innovation = innovation_arched_saddle
						has_cultural_tradition = tradition_caucasian_wolves
						has_cultural_tradition = tradition_ep3_audacious_cadets
						has_cultural_tradition = tradition_roman_legacy
						has_cultural_tradition = tradition_ep3_imperial_tagmata
						has_innovation = innovation_valets
						has_cultural_parameter = unlock_maa_cataphract_archers
						has_innovation = innovation_tiefutu
						has_cultural_parameter = unlock_maa_black_armor_cavalry
					}
				}
			}
		}
		scope:type_specific_culture = {
			trigger = {
				exists = scope:type_specific_culture
				scope:type_specific_culture = {
					OR = {
						has_innovation = innovation_arched_saddle
						has_cultural_tradition = tradition_caucasian_wolves
						has_cultural_tradition = tradition_ep3_audacious_cadets
						has_cultural_tradition = tradition_roman_legacy
						has_cultural_tradition = tradition_ep3_imperial_tagmata
						has_innovation = innovation_valets
						has_cultural_parameter = unlock_maa_cataphract_archers
						has_innovation = innovation_tiefutu
						has_cultural_parameter = unlock_maa_black_armor_cavalry
					}
				}
			}
		}
	}
	#This is just temporary, will be replaced by squire quality-determined education trait
	random_traits_list = {
		count = 1
		education_martial_1 = {}
	}

	random_traits_list = {
		count = 1
		wrathful = {}
        arbitrary = {}
        impatient = {}
        arrogant = {}
        lustful = {}
        compassionate = {}
        forgiving = {}
        trusting = {}
        generous = {}
        zealous = {}
        sadistic = {}
        callous = {}
        vengeful = {}
        stubborn = {}
        diligent = {}
        temperate = {}
        brave = {}
        honest = {}
        just = {}
        ambitious = {}
        gregarious = {}
        deceitful = {}
        greedy = {}
	}
	# Bad traits for bad squires
	random_traits_list = {
		count = squire_quality_bad_traits
		murderer = {}
		contrite = {}
		drunkard = {}
		dull = {}
		irritable = {}
		inappetetic = {}
		weak = {}
	}
	# Good traits for good squires
	random_traits_list = {
		count = squire_quality_good_traits
		strong = {}
		athletic = {}
		shrewd = {}
		giant = {}
		gallant = {}
		lifestyle_blademaster = {}
		aggressive_attacker = {}
	}
	prowess = min_guest_template_skill
	gender_female_chance = scope_value_target_soldier_female_chance
	after_creation = {
		assign_martial_education_from_squires_quality_effect = yes
		add_trait = tourney_participant
		add_trait_xp = {
			trait = tourney_participant
			track = horse
			value = 10
		}

		# Cultural Traditions
#		if = {
#			limit = {
#				current_date < 1400
#				scope:new_owner = {
#					has_title = title:e_byzantium
#				}
#				culture = {
#					OR = {
#						has_cultural_parameter = unlock_maa_huscarls
#						has_cultural_parameter = unlock_maa_varangian_veterans
#					}
#				}
#			}
#			add_trait = varangian
#		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = winter_soldier_trait_more_common
				}
				NOT = {
					has_trait = winter_soldier
				}
			}
			random = {
				chance = 10
				add_trait = winter_soldier
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = forest_fighter_trait_more_common
				}
				NOT = {
					has_trait = forest_fighter
				}
			}
			random = {
				chance = 10
				add_trait = forest_fighter
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = rough_terrain_expert_trait_more_common
				}
				NOT = {
					has_trait = rough_terrain_expert
				}
			}
			random = {
				chance = 10
				add_trait = rough_terrain_expert
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = desert_warrior_trait_more_common
				}
				NOT = {
					has_trait = desert_warrior
				}
			}
			random = {
				chance = 10
				add_trait = desert_warrior
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = jungle_stalker_trait_more_common
				}
				NOT = {
					has_trait = jungle_stalker
				}
			}
			random = {
				chance = 10
				add_trait = jungle_stalker
			}
		}
		add_random_tiered_trait_xp_effect = {
			TRAIT = lifestyle_blademaster
			LEVEL_1 = yes
			LEVEL_3 = no
		}
		set_interesting_traits_and_modifiers_effect = yes
	}
}

accolade_besieger_character = {
	age = { 16 22 }
	random_traits = yes
	faith = faith
	random_culture = {
		culture = {
			trigger = { always = yes }
		}
		location.culture = {
			trigger = {
				exists = location.culture
				location.culture = { has_innovation = innovation_mangonel }
			}
		}
		scope:knight_culture = {
			trigger = {
				exists = scope:knight_culture
				scope:knight_culture = { has_innovation = innovation_mangonel }
			}
		}
		scope:varangian_culture = {
			trigger = {
				exists = scope:varangian_culture
				scope:varangian_culture = { has_innovation = innovation_mangonel }
			}
		}
		scope:turkic_culture = {
			trigger = {
				exists = scope:turkic_culture
				scope:turkic_culture = { has_innovation = innovation_mangonel }
			}
		}
		scope:type_specific_culture = {
			trigger = {
				exists = scope:type_specific_culture
				scope:type_specific_culture = { has_innovation = innovation_mangonel }
			}
		}
	}
	#This is just temporary, will be replaced by squire quality-determined education trait
	random_traits_list = {
		count = 1
		education_martial_1 = {}
	}

	random_traits_list = {
		count = 1
		wrathful = {}
        arbitrary = {}
        arrogant = {}
        lustful = {}
        generous = {}
        zealous = {}
        sadistic = {}
        callous = {}
        vengeful = {}
        stubborn = {}
        diligent = {}
        temperate = {}
        brave = {}
        honest = {}
        just = {}
        patient = {}
        ambitious = {}
        gregarious = {}
        deceitful = {}
        greedy = {}
	}
	# Bad traits for bad squires
	random_traits_list = {
		count = squire_quality_bad_traits
		murderer = {}
		contrite = {}
		drunkard = {}
		dull = {}
		irritable = {}
		inappetetic = {}
		weak = {}
	}
	# Good traits for good squires
	random_traits_list = {
		count = squire_quality_good_traits
		strong = {}
		athletic = {}
		shrewd = {}
		giant = {}
		gallant = {}
		logistician = {}
	}	
	prowess = min_guest_template_skill
	gender_female_chance = scope_value_target_soldier_female_chance
	after_creation = {
		assign_martial_education_from_squires_quality_effect = yes		
		add_trait = military_engineer
		# Cultural Traditions
#		if = {
#			limit = {
#				current_date < 1400
#				scope:new_owner = {
#					has_title = title:e_byzantium
#				}
#				culture = {
#					OR = {
#						has_cultural_parameter = unlock_maa_huscarls
#						has_cultural_parameter = unlock_maa_varangian_veterans
#					}
#				}
#			}
#			add_trait = varangian
#		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = winter_soldier_trait_more_common
				}
				NOT = {
					has_trait = winter_soldier
				}
			}
			random = {
				chance = 10
				add_trait = winter_soldier
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = forest_fighter_trait_more_common
				}
				NOT = {
					has_trait = forest_fighter
				}
			}
			random = {
				chance = 10
				add_trait = forest_fighter
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = rough_terrain_expert_trait_more_common
				}
				NOT = {
					has_trait = rough_terrain_expert
				}
			}
			random = {
				chance = 10
				add_trait = rough_terrain_expert
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = desert_warrior_trait_more_common
				}
				NOT = {
					has_trait = desert_warrior
				}
			}
			random = {
				chance = 10
				add_trait = desert_warrior
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = jungle_stalker_trait_more_common
				}
				NOT = {
					has_trait = jungle_stalker
				}
			}
			random = {
				chance = 10
				add_trait = jungle_stalker
			}
		}
		set_interesting_traits_and_modifiers_effect = yes
		add_random_tiered_trait_track_xp_effect = {
			TRAIT = lifestyle_hunter
			TRACK = hunter
			LEVEL_1 = yes
			LEVEL_3 = yes
		}
	}
}

accolade_crossbowmen_character = {
	age = { 16 22 }
	random_traits = yes
	faith = faith
	random_culture = {
		culture = {
			trigger = { always = yes }
		}
		location.culture = {
			trigger = {
				exists = location.culture
				location.culture = {
					has_innovation = innovation_advanced_bowmaking
					has_innovation = innovation_repeating_crossbow
				}
			}
		}
		scope:knight_culture = {
			trigger = {
				exists = scope:knight_culture
				scope:knight_culture = {
					OR = {
						has_innovation = innovation_advanced_bowmaking
						has_innovation = innovation_repeating_crossbow
					}
				}
			}
		}
		scope:turkic_culture = {
			trigger = {
				exists = scope:turkic_culture
				scope:turkic_culture = {
					OR = {
						has_innovation = innovation_advanced_bowmaking
						has_innovation = innovation_repeating_crossbow
					}
				}
			}
		}
		scope:type_specific_culture = {
			trigger = {
				exists = scope:type_specific_culture
				scope:type_specific_culture = {
					OR = {
						has_innovation = innovation_advanced_bowmaking
						has_innovation = innovation_repeating_crossbow
					}
				}
			}
		}
	}
	#This is just temporary, will be replaced by squire quality-determined education trait
	random_traits_list = {
		count = 1
		education_martial_1 = {}
	}

	random_traits_list = {
		count = 1
		arbitrary = {}
        impatient = {}
        lustful = {}
        compassionate = {}
        forgiving = {}
        trusting = {}
        generous = {}
        sadistic = {}
        callous = {}
        vengeful = {}
        stubborn = {}
        diligent = {}
        temperate = {}
        honest = {}
        just = {}
        patient = {}
        ambitious = {}
        gregarious = {}
        deceitful = {}
        greedy = {}
	}
	# Bad traits for bad squires
	random_traits_list = {
		count = squire_quality_bad_traits
		murderer = {}
		contrite = {}
		drunkard = {}
		dull = {}
		irritable = {}
		inappetetic = {}
		weak = {}
	}
	# Good traits for good squires
	random_traits_list = {
		count = squire_quality_good_traits
		strong = {}
		athletic = {}
		shrewd = {}
		giant = {}
		gallant = {}
		lifestyle_hunter = {}
		military_engineer = {}
	}	
	prowess = min_guest_template_skill
	gender_female_chance = scope_value_target_soldier_female_chance
	after_creation = {
		assign_martial_education_from_squires_quality_effect = yes
		add_trait = tourney_participant
		add_trait_xp = {
			trait = tourney_participant
			track = bow
			value = 10
		}

		# Cultural Traditions
		if = {
			limit = {
				culture = {
					has_cultural_parameter = winter_soldier_trait_more_common
				}
				NOT = {
					has_trait = winter_soldier
				}
			}
			random = {
				chance = 10
				add_trait = winter_soldier
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = forest_fighter_trait_more_common
				}
				NOT = {
					has_trait = forest_fighter
				}
			}
			random = {
				chance = 10
				add_trait = forest_fighter
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = rough_terrain_expert_trait_more_common
				}
				NOT = {
					has_trait = rough_terrain_expert
				}
			}
			random = {
				chance = 10
				add_trait = rough_terrain_expert
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = desert_warrior_trait_more_common
				}
				NOT = {
					has_trait = desert_warrior
				}
			}
			random = {
				chance = 10
				add_trait = desert_warrior
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = jungle_stalker_trait_more_common
				}
				NOT = {
					has_trait = jungle_stalker
				}
			}
			random = {
				chance = 10
				add_trait = jungle_stalker
			}
		}
		set_interesting_traits_and_modifiers_effect = yes
		add_random_tiered_trait_track_xp_effect = {
			TRAIT = lifestyle_hunter
			TRACK = hunter
			LEVEL_1 = yes
			LEVEL_3 = yes
		}
	}
}

accolade_camelry_character = {
	age = { 16 22 }
	random_traits = yes
	faith = faith
	random_culture = {
		culture = {
			trigger = { always = yes }
		}
		location.culture = {
			trigger = {
				exists = location.culture
				location.culture = { has_innovation = innovation_war_camels }
			}
		}
		scope:knight_culture = {
			trigger = {
				exists = scope:knight_culture
				scope:knight_culture = { has_innovation = innovation_war_camels }
			}
		}
		scope:turkic_culture = {
			trigger = {
				exists = scope:turkic_culture
				scope:turkic_culture = { has_innovation = innovation_war_camels }
			}
		}
		scope:type_specific_culture = {
			trigger = {
				exists = scope:type_specific_culture
				scope:type_specific_culture = { has_innovation = innovation_war_camels }
			}
		}
	}
	#This is just temporary, will be replaced by squire quality-determined education trait
	random_traits_list = {
		count = 1
		education_martial_1 = {}
	}

	random_traits_list = {
		count = 1
		wrathful = {}
        arbitrary = {}
        impatient = {}
        lustful = {}
        compassionate = {}
        forgiving = {}
        trusting = {}
        generous = {}
        zealous = {}
        sadistic = {}
        callous = {}
        vengeful = {}
        stubborn = {}
        diligent = {}
        temperate = {}
        brave = {}
        honest = {}
        just = {}
        patient = {}
        gregarious = {}
        deceitful = {}
        greedy = {}
	}
	# Bad traits for bad squires
	random_traits_list = {
		count = squire_quality_bad_traits
		murderer = {}
		contrite = {}
		drunkard = {}
		dull = {}
		irritable = {}
		inappetetic = {}
		weak = {}
	}
	# Good traits for good squires
	random_traits_list = {
		count = squire_quality_good_traits
		strong = {}
		athletic = {}
		shrewd = {}
		physique_good_1 = {}
		gallant = {}
		lifestyle_hunter = {}
	}
	prowess = min_guest_template_skill
	gender_female_chance = scope_value_target_soldier_female_chance
	after_creation = {
		assign_martial_education_from_squires_quality_effect = yes
		add_trait = desert_warrior
		add_trait = tourney_participant
		add_trait_xp = {
			trait = tourney_participant
			track = horse
			value = 10
		}

		# Cultural Traditions
		if = {
			limit = {
				culture = {
					has_cultural_parameter = winter_soldier_trait_more_common
				}
				NOT = {
					has_trait = winter_soldier
				}
			}
			random = {
				chance = 10
				add_trait = winter_soldier
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = forest_fighter_trait_more_common
				}
				NOT = {
					has_trait = forest_fighter
				}
			}
			random = {
				chance = 10
				add_trait = forest_fighter
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = rough_terrain_expert_trait_more_common
				}
				NOT = {
					has_trait = rough_terrain_expert
				}
			}
			random = {
				chance = 10
				add_trait = rough_terrain_expert
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = jungle_stalker_trait_more_common
				}
				NOT = {
					has_trait = jungle_stalker
				}
			}
			random = {
				chance = 10
				add_trait = jungle_stalker
			}
		}
		add_random_tiered_trait_track_xp_effect = {
			TRAIT = lifestyle_hunter
			TRACK = hunter
			LEVEL_1 = yes
			LEVEL_3 = no
		}
		set_interesting_traits_and_modifiers_effect = yes
	}
}

accolade_elephantry_character = {
	age = { 16 22 }
	random_traits = yes
	faith = faith
	random_culture = {
		culture = {
			trigger = { always = yes }
		}
		location.culture = {
			trigger = {
				exists = location.culture
				location.culture = { has_innovation = innovation_elephantry }
			}
		}
		scope:knight_culture = {
			trigger = {
				exists = scope:knight_culture
				scope:knight_culture = { has_innovation = innovation_elephantry }
			}
		}
		scope:type_specific_culture = {
			trigger = {
				exists = scope:type_specific_culture
				scope:type_specific_culture = { has_innovation = innovation_elephantry }
			}
		}
	}
	#This is just temporary, will be replaced by squire quality-determined education trait
	random_traits_list = {
		count = 1
		education_martial_1 = {}
	}

	random_traits_list = {
		count = 1
		wrathful = {}
        arbitrary = {}
        impatient = {}
        arrogant = {}
        lustful = {}
        compassionate = {}
        forgiving = {}
        trusting = {}
        generous = {}
        zealous = {}
        sadistic = {}
        callous = {}
        vengeful = {}
        stubborn = {}
        diligent = {}
        temperate = {}
        brave = {}
        honest = {}
        just = {}
        patient = {}
        ambitious = {}
        gregarious = {}
        greedy = {}
	}
	# Bad traits for bad squires
	random_traits_list = {
		count = squire_quality_bad_traits
		murderer = {}
		clubfooted = {}
		drunkard = {}
		dull = {}
		irritable = {}
		inappetetic = {}
		weak = {}
	}
	# Good traits for good squires
	random_traits_list = {
		count = squire_quality_good_traits
		strong = {}
		athletic = {}
		shrewd = {}
		giant = {}
		gallant = {}
	}	
	prowess = min_guest_template_skill
	gender_female_chance = scope_value_target_soldier_female_chance
	after_creation = {
		assign_martial_education_from_squires_quality_effect = yes
		add_trait = tourney_participant
		add_trait_xp = {
			trait = tourney_participant
			track = horse
			value = 10
		}

		# Cultural Traditions
		if = {
			limit = {
				culture = {
					has_cultural_parameter = winter_soldier_trait_more_common
				}
				NOT = {
					has_trait = winter_soldier
				}
			}
			random = {
				chance = 10
				add_trait = winter_soldier
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = forest_fighter_trait_more_common
				}
				NOT = {
					has_trait = forest_fighter
				}
			}
			random = {
				chance = 10
				add_trait = forest_fighter
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = rough_terrain_expert_trait_more_common
				}
				NOT = {
					has_trait = rough_terrain_expert
				}
			}
			random = {
				chance = 10
				add_trait = rough_terrain_expert
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = desert_warrior_trait_more_common
				}
				NOT = {
					has_trait = desert_warrior
				}
			}
			random = {
				chance = 10
				add_trait = desert_warrior
			}
		}
		set_interesting_traits_and_modifiers_effect = yes
	}
}

accolade_horse_archer_character = {
	age = { 16 22 }
	random_traits = yes
	faith = faith
	random_culture = {
		culture = {
			trigger = { always = yes }
		}
		location.culture = {
			trigger = { exists = location.culture }
		}
		scope:knight_culture = {
			trigger = { exists = scope:knight_culture }
		}
		scope:varangian_culture = {
			trigger = { exists = scope:varangian_culture }
		}
		scope:turkic_culture = {
			trigger = { exists = scope:turkic_culture }
		}
		scope:type_specific_culture = {
			trigger = { exists = scope:type_specific_culture }
		}
	}
	#This is just temporary, will be replaced by squire quality-determined education trait
	random_traits_list = {
		count = 1
		education_martial_1 = {}
	}

	random_traits_list = {
		count = 1
		wrathful = {}
        arbitrary = {}
        impatient = {}
        arrogant = {}
        lustful = {}
        compassionate = {}
        forgiving = {}
        trusting = {}
        generous = {}
        zealous = {}
        sadistic = {}
        callous = {}
        vengeful = {}
        stubborn = {}
        diligent = {}
        temperate = {}
        brave = {}
        honest = {}
        just = {}
        ambitious = {}
        gregarious = {}
        deceitful = {}
        greedy = {}
	}
	# Bad traits for bad squires
	random_traits_list = {
		count = squire_quality_bad_traits
		murderer = {}
		contrite = {}
		drunkard = {}
		dull = {}
		irritable = {}
		inappetetic = {}
		weak = {}
	}
	# Good traits for good squires
	random_traits_list = {
		count = squire_quality_good_traits
		strong = {}
		athletic = {}
		shrewd = {}
		physique_good_1 = {}
		gallant = {}
		lifestyle_hunter = {}
		open_terrain_expert = {}
		flexible_leader = {}
	}	
	prowess = min_guest_template_skill
	gender_female_chance = scope_value_target_soldier_female_chance
	after_creation = {
		assign_martial_education_from_squires_quality_effect = yes
		add_trait = tourney_participant
		add_trait_xp = {
			trait = tourney_participant
			track = bow
			value = 10
		}
		add_trait_xp = {
			trait = tourney_participant
			track = horse
			value = 10
		}

		# Cultural Traditions
		if = {
			limit = {
				culture = {
					has_cultural_parameter = winter_soldier_trait_more_common
				}
				NOT = {
					has_trait = winter_soldier
				}
			}
			random = {
				chance = 10
				add_trait = winter_soldier
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = forest_fighter_trait_more_common
				}
				NOT = {
					has_trait = forest_fighter
				}
			}
			random = {
				chance = 10
				add_trait = forest_fighter
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = rough_terrain_expert_trait_more_common
				}
				NOT = {
					has_trait = rough_terrain_expert
				}
			}
			random = {
				chance = 10
				add_trait = rough_terrain_expert
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = desert_warrior_trait_more_common
				}
				NOT = {
					has_trait = desert_warrior
				}
			}
			random = {
				chance = 10
				add_trait = desert_warrior
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = jungle_stalker_trait_more_common
				}
				NOT = {
					has_trait = jungle_stalker
				}
			}
			random = {
				chance = 10
				add_trait = jungle_stalker
			}
		}
		add_random_tiered_trait_track_xp_effect = {
			TRAIT = lifestyle_hunter
			TRACK = hunter
			LEVEL_1 = yes
			LEVEL_3 = yes
		}
		set_interesting_traits_and_modifiers_effect = yes
	}
}

# EMINENT ATTRIBUTES
accolade_huntsmaster_character = {
	age = { 16 24 }
	random_traits = yes
	faith = faith
	random_culture = {
		culture = {
			trigger = { always = yes }
		}
		location.culture = {
			trigger = {
				exists = location.culture
				location.culture = { NOT = { has_cultural_tradition = tradition_vegetarianism } }
			}
		}
		scope:knight_culture = {
			trigger = {
				exists = scope:knight_culture
				scope:knight_culture = { NOT = { has_cultural_tradition = tradition_vegetarianism } }
			}
		}
		scope:turkic_culture = {
			trigger = {
				exists = scope:turkic_culture
				scope:turkic_culture = { NOT = { has_cultural_tradition = tradition_vegetarianism } }
			}
		}
		scope:type_specific_culture = {
			trigger = {
				exists = scope:type_specific_culture
				scope:type_specific_culture = { NOT = { has_cultural_tradition = tradition_vegetarianism } }
			}
		}
	}
	#This is just temporary, will be replaced by squire quality-determined education trait
	random_traits_list = {
		count = 1
		education_martial_1 = {}
	}

	random_traits_list = {
		count = 1
		wrathful = {}
        arbitrary = {}
        arrogant = {}
        lustful = {}
        compassionate = {}
        forgiving = {}
        trusting = {}
        generous = {}
        zealous = {}
        sadistic = {}
        callous = {}
        vengeful = {}
        stubborn = {}
        diligent = {}
        temperate = {}
        brave = {}
        honest = {}
        just = {}
        patient = {}
        ambitious = {}
        gregarious = {}
        deceitful = {}
        greedy = {}
	}
	# Bad traits for bad squires
	random_traits_list = {
		count = squire_quality_bad_traits
		murderer = {}
		profligate = {}
		drunkard = {}
		dull = {}
		irritable = {}
		inappetetic = {}
		weak = {}
	}
	# Good traits for good squires
	random_traits_list = {
		count = squire_quality_good_traits
		strong = {}
		athletic = {}
		shrewd = {}
		physique_good_1 = {}
		gallant = {}
		lifestyle_traveler = {}
		lifestyle_herbalist = {}
	}	
	prowess = min_guest_template_skill
	gender_female_chance = scope_value_target_soldier_female_chance
	after_creation = {
		random_list = {
			1 = {
				assign_martial_education_from_squires_quality_effect = yes
			}
			1 = {
				assign_stewardship_education_from_squires_quality_effect = yes
			}
		}
		add_trait = lifestyle_hunter

		# Cultural Traditions
		if = {
			limit = {
				culture = {
					has_cultural_parameter = winter_soldier_trait_more_common
				}
				NOT = {
					has_trait = winter_soldier
				}
			}
			add_trait = winter_soldier
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = forest_fighter_trait_more_common
				}
				NOT = {
					has_trait = forest_fighter
				}
			}
			add_trait = forest_fighter
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = rough_terrain_expert_trait_more_common
				}
				NOT = {
					has_trait = rough_terrain_expert
				}
			}
			add_trait = rough_terrain_expert
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = desert_warrior_trait_more_common
				}
				NOT = {
					has_trait = desert_warrior
				}
			}
			add_trait = desert_warrior
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = jungle_stalker_trait_more_common
				}
				NOT = {
					has_trait = jungle_stalker
				}
			}
			add_trait = jungle_stalker
		}
		add_random_tiered_trait_track_xp_effect = {
			TRAIT = lifestyle_hunter
			TRACK = hunter
			LEVEL_1 = yes
			LEVEL_3 = yes
		}
		set_interesting_traits_and_modifiers_effect = yes
	}
}

accolade_blademaster_character = {
	age = { 16 24 }
	random_traits = yes
	faith = faith
	random_culture = {
		culture = {
			trigger = { always = yes }
		}
		location.culture = {
			trigger = { exists = location.culture }
		}
		scope:knight_culture = {
			trigger = { exists = scope:knight_culture }
		}
		scope:varangian_culture = {
			trigger = { exists = scope:varangian_culture }
		}
		scope:turkic_culture = {
			trigger = { exists = scope:turkic_culture }
		}
		scope:type_specific_culture = {
			trigger = { exists = scope:type_specific_culture }
		}
	}
	#This is just temporary, will be replaced by squire quality-determined education trait
	random_traits_list = {
		count = 1
		education_martial_1 = {}
	}

	random_traits_list = {
		count = 1
		wrathful = {}
        arbitrary = {}
        impatient = {}
        arrogant = {}
        lustful = {}
        compassionate = {}
        forgiving = {}
        trusting = {}
        generous = {}
        zealous = {}
        sadistic = {}
        callous = {}
        vengeful = {}
        stubborn = {}
        diligent = {}
        temperate = {}
        brave = {}
        honest = {}
        just = {}
        patient = {}
        ambitious = {}
        gregarious = {}
        deceitful = {}
        greedy = {}
	}
	# Bad traits for bad squires
	random_traits_list = {
		count = squire_quality_bad_traits
		murderer = {}
		drunkard = {}
		dull = {}
		irritable = {}
		inappetetic = {}
		weak = {}
		one_eyed = {}
	}
	# Good traits for good squires
	random_traits_list = {
		count = squire_quality_good_traits
		strong = {}
		athletic = {}
		shrewd = {}
		giant = {}
		gallant = {}
	}	
	prowess = min_guest_template_skill
	gender_female_chance = scope_value_target_soldier_female_chance
	after_creation = {
		assign_martial_education_from_squires_quality_effect = yes
		add_trait = lifestyle_blademaster	
		add_trait_xp = {
			trait = lifestyle_blademaster
			value = 25
		}
		if = {
			limit = {
				scope:succeeding_accolade = { accolade_squires_quality_value >= accolade_squires_accomplished_minimum_value }
			}
			add_trait_xp = {
				trait = lifestyle_blademaster
				value = 25
			}
		}
		if = {
			limit = {
				scope:succeeding_accolade = { accolade_squires_quality_value >= accolade_squires_capable_minimum_value }
			}
			add_trait_xp = {
				trait = lifestyle_blademaster
				value = 15
			}
		}
		if = {
			limit = {
				scope:succeeding_accolade = { accolade_squires_quality_value >= accolade_squires_inexperienced_minimum_value }
			}
			add_trait_xp = {
				trait = lifestyle_blademaster
				value = 10
			}
		}
		if = {
			limit = {
				scope:succeeding_accolade = { accolade_squires_quality_value >= accolade_squires_feckless_minimum_value }
			}
			add_trait_xp = {
				trait = lifestyle_blademaster
				value = 5
			}
		}
		# Cultural Traditions
#		if = {
#			limit = {
#				current_date < 1400
#				scope:new_owner = {
#					has_title = title:e_byzantium
#				}
#				culture = {
#					OR = {
#						has_cultural_parameter = unlock_maa_huscarls
#						has_cultural_parameter = unlock_maa_varangian_veterans
#					}
#				}
#			}
#			add_trait = varangian
#		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = winter_soldier_trait_more_common
				}
				NOT = {
					has_trait = winter_soldier
				}
			}
			add_trait = winter_soldier
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = forest_fighter_trait_more_common
				}
				NOT = {
					has_trait = forest_fighter
				}
			}
			add_trait = forest_fighter
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = rough_terrain_expert_trait_more_common
				}
				NOT = {
					has_trait = rough_terrain_expert
				}
			}
			add_trait = rough_terrain_expert
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = desert_warrior_trait_more_common
				}
				NOT = {
					has_trait = desert_warrior
				}
			}
			add_trait = desert_warrior
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = jungle_stalker_trait_more_common
				}
				NOT = {
					has_trait = jungle_stalker
				}
			}
			add_trait = jungle_stalker
		}
		set_interesting_traits_and_modifiers_effect = yes
	}
}

accolade_master_of_revels_character = {
	age = { 16 24 }
	random_traits = yes
	faith = faith
	random_culture = {
		culture = {
			trigger = { always = yes }
		}
		location.culture = {
			trigger = { exists = location.culture }
		}
		scope:knight_culture = {
			trigger = { exists = scope:knight_culture }
		}
		scope:varangian_culture = {
			trigger = { exists = scope:varangian_culture }
		}
		scope:turkic_culture = {
			trigger = { exists = scope:turkic_culture }
		}
		scope:type_specific_culture = {
			trigger = { exists = scope:type_specific_culture }
		}
	}
	#This is just temporary, will be replaced by squire quality-determined education trait
	random_traits_list = {
		count = 1
		education_martial_1 = {}
	}

	random_traits_list = {
		count = 1
		wrathful = {}
        arbitrary = {}
        impatient = {}
        arrogant = {}
        lustful = {}
        compassionate = {}
        forgiving = {}
        trusting = {}
        generous = {}
        sadistic = {}
        callous = {}
        vengeful = {}
        stubborn = {}
        diligent = {}
        brave = {}
        honest = {}
        just = {}
        patient = {}
        gregarious = {}
        deceitful = {}
        greedy = {}
	}
	# Bad traits for bad squires
	random_traits_list = {
		count = squire_quality_bad_traits
		murderer = {}
		stuttering = {}
		drunkard = {}
		dull = {}
		irritable = {}
		inappetetic = {}
		lisping = {}
	}
	# Good traits for good squires
	random_traits_list = {
		count = squire_quality_good_traits
		strong = {}
		athletic = {}
		shrewd = {}
		giant = {}
		gallant = {}
		august = {}
		lifestyle_traveler = {}
		diplomat = {}
	}	
	prowess = min_guest_template_skill
	gender_female_chance = scope_value_target_soldier_female_chance
	after_creation = {
		random_list = {
			1 = {
				assign_diplomacy_education_from_squires_quality_effect = yes
			}
			1 = {
				assign_intrigue_education_from_squires_quality_effect = yes
			}
		}
		add_trait = lifestyle_reveler
		random = {
			chance = 75
			add_trait_xp = {
				trait = lifestyle_reveler
				value = 50
			}
		}
		add_trait_xp = {
			trait = lifestyle_reveler
			value = 25
		}
		random = {
			chance = 10
			
			add_trait = lifestyle_poet
			
			modifier = {
				add = 30
				culture = { has_cultural_parameter = poet_trait_more_common }
			}
			modifier = {
				add = 15
				OR = {
					culture = { has_cultural_pillar = heritage_north_germanic }
					religion = religion:folkgerman_religion
				}
			}
		}
		set_interesting_traits_and_modifiers_effect = yes
	}
}

accolade_house_knight_character = {
	age = { 16 22 }
	random_traits = yes
	faith = faith
	culture = culture
	trait = loyal
	
	#This is just temporary, will be replaced by squire quality-determined education trait
	random_traits_list = {
		count = 1
		education_martial_1 = {}
	}
	random_traits_list = {
		count = 1
		honest = {}
		just = {}
		patient = {}
	}
	random_traits_list = {
		count = 1
		lustful = {}
		wrathful = {}
		arrogant = {}
		stubborn = {}
		diligent = {}
		temperate = {}
		zealous = {}
		brave = {}
		honest = {}
		just = {}
		patient = {}
		gregarious = {}
		trusting = {}
		sadistic = {}
		vengeful = {}
		callous = {}
		generous = {}
		compassionate = {}
		forgiving = {}
		greedy = {}
	}
	# Bad traits for bad squires
	random_traits_list = {
		count = squire_quality_bad_traits
		murderer = {}
		contrite = {}
		drunkard = {}
		dull = {}
		weak = {}
		hunchbacked = {}
		clubfooted = {}
	}
	# Good traits for good squires
	random_traits_list = {
		count = squire_quality_good_traits
		strong = {}
		athletic = {}
		shrewd = {}
		lifestyle_blademaster = {}
		lifestyle_hunter = {}
		athletic = {}
		strategist = {}
		confider = {}
		unyielding_defender = {}
	}
	prowess = min_guest_template_skill
	gender_female_chance = scope_value_target_soldier_female_chance
	after_creation = {
		random_list = {
			1 = {
				assign_martial_education_from_squires_quality_effect = yes
			}
			1 = {
				assign_diplomacy_education_from_squires_quality_effect = yes
			}
		}
		add_trait = bastard
		add_trait = disputed_heritage
#		if = {
#			limit = {
#				current_date < 1400
#				scope:new_owner = {
#					has_title = title:e_byzantium
#				}
#				culture = {
#					OR = {
#						has_cultural_parameter = unlock_maa_huscarls
#						has_cultural_parameter = unlock_maa_varangian_veterans
#					}
#				}
#			}
#			add_trait = varangian
#		}
		# Cultural Traditions
		if = {
			limit = {
				culture = {
					has_cultural_parameter = winter_soldier_trait_more_common
				}
				NOT = {
					has_trait = winter_soldier
				}
			}
			random = {
				chance = 10
				add_trait = winter_soldier
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = forest_fighter_trait_more_common
				}
				NOT = {
					has_trait = forest_fighter
				}
			}
			random = {
				chance = 10
				add_trait = forest_fighter
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = rough_terrain_expert_trait_more_common
				}
				NOT = {
					has_trait = rough_terrain_expert
				}
			}
			random = {
				chance = 10
				add_trait = rough_terrain_expert
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = desert_warrior_trait_more_common
				}
				NOT = {
					has_trait = desert_warrior
				}
			}
			random = {
				chance = 10
				add_trait = desert_warrior
			}
		}
		if = {
			limit = {
				culture = {
					has_cultural_parameter = jungle_stalker_trait_more_common
				}
				NOT = {
					has_trait = jungle_stalker
				}
			}
			random = {
				chance = 10
				add_trait = jungle_stalker
			}
		}
		set_interesting_traits_and_modifiers_effect = yes
		add_random_tiered_trait_xp_effect = {
			TRAIT = lifestyle_blademaster
			LEVEL_1 = yes
			LEVEL_3 = yes
		}
		add_random_tiered_trait_track_xp_effect = {
			TRAIT = lifestyle_hunter
			TRACK = hunter
			LEVEL_1 = yes
			LEVEL_3 = no
		}
	}
}
