#################################### THE DUKE AND THE BODENSEE ###################################### # # # The Duke of Swabia sat by the shores of the Bodensee with his fishing rod for many months without # # reward. He had even put a lovely slice of dove pie on the hook, but his bucket remained empty. # # "Are there no characters in the lake?" he thought to himself and sighed. "At this rate, my court # # will become desolate within a generation! My heir will have no diligent councillors, no brave # # knights, and no wise crones to help him rule the lands!" # # # # The Duke cried for a long, long while, and then stood up to gathering his things. # # "Thank God!" he suddenly exclaimed. "I have an idea!" # # If the lake was empty, could he not create some new characters and release them into the waters? # # If some of them married, the Bodensee would surely be repopulated in just a few years! # # # # The clever Duke quickly got to work. He made maidens and adventurers, matrons and fools. Young # # and old he made them, weak and strong, wicked and pious. The sun rose in the sky and set again. # # Under the light of moon and stars, the Duke put the final touch on his creation. # # # # The next morning, he gently released the little characters into the waters. He watched them swim # # away with tears of happiness trailing down his whiskered cheeks. This was farewell, but he was # # certain - they would not be gone for long. # # # # And this is the story behind why pools spawn new characters for the royal courts all over the # # world. Whenever we throw our hook into the depths, we send a thought of gratitude to the noble # # Duke of Swabia, and his marvelous creation. # # # ##################################################################################################### #Notes #Random Traits List contains relevant lifestyle traits and all personality traits exist in 1 template #Template-specific skill min/max regulated through scripted values #Template-specific education trait is weighted pool_repopulate_prowess = { age = { 20 40 } random_traits = yes gender_female_chance = root_soldier_female_chance culture = root.culture faith = root.faith prowess = { min_guest_template_skill max_guest_template_skill } random_traits_list = { education_martial_1 = { weight = { base = 35 } } education_martial_2 = { weight = { base = 35 } } education_martial_3 = { weight = { base = 20 } } education_martial_4 = { weight = { base = 10 } } } random_traits_list = { count = { 0 1 } lifestyle_blademaster = {} gallant = {} brave = {} gluttonous = {} strong = {} athletic = {} lifestyle_hunter = {} } dynasty = none after_creation = { random_list = { 200 = { # Character is of average weight, nothing happens } 25 = { change_current_weight = -25 } 25 = { change_current_weight = -75 } 25 = { change_current_weight = 25 } 25 = { change_current_weight = 75 } 5 = { change_current_weight = 100 } 5 = { change_current_weight = 200 } } random = { chance = 1 add_trait = 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:germanic_religion } } } # Cultural Traditions if = { limit = { culture = { has_cultural_parameter = winter_soldier_trait_more_common } NOT = { has_trait = winter_soldier } } random = { chance = 10 add_trait = winter_soldier } } if = { limit = { culture = { has_cultural_parameter = forest_fighter_trait_more_common } NOT = { has_trait = forest_fighter } } random = { chance = 10 add_trait = forest_fighter } } if = { limit = { culture = { has_cultural_parameter = rough_terrain_expert_trait_more_common } NOT = { has_trait = rough_terrain_expert } } random = { chance = 10 add_trait = rough_terrain_expert } } if = { limit = { culture = { has_cultural_parameter = desert_warrior_trait_more_common } NOT = { has_trait = desert_warrior } } random = { chance = 10 add_trait = desert_warrior } } if = { limit = { culture = { has_cultural_parameter = jungle_stalker_trait_more_common } NOT = { has_trait = jungle_stalker } } random = { chance = 10 add_trait = jungle_stalker } } set_interesting_traits_and_modifiers_effect = yes add_random_tiered_trait_xp_effect = { TRAIT = lifestyle_blademaster LEVEL_1 = yes LEVEL_3 = yes } add_random_tiered_trait_track_xp_effect = { TRAIT = lifestyle_hunter TRACK = hunter LEVEL_1 = yes LEVEL_3 = no } # ToTo Hastiluder if = { limit = { has_dlc_feature = tours_and_tournaments } random = { chance = 33 add_trait = tourney_participant add_random_tourney_participant_level_effect = yes } } } } pool_repopulate_diplomacy = { age = { 20 40 } gender_female_chance = root_faith_dominant_gender_adjusted_female_chance #because chancellor gender is doctrine dependent random_traits = yes culture = root.culture faith = root.faith diplomacy = { min_guest_template_skill max_guest_template_skill } random_traits_list = { education_diplomacy_1 = { weight = { base = 35 } } education_diplomacy_2 = { weight = { base = 35 } } education_diplomacy_3 = { weight = { base = 20 } } education_diplomacy_4 = { weight = { base = 10 } } } random_traits_list = { count = { 0 1 } diplomat = {} family_first = {} august = {} lifestyle_reveler = {} generous = {} arrogant = {} honest = {} gregarious = {} trusting = {} compassionate = {} fickle = {} forgiving = {} lifestyle_poet = {} tourney_participant = {} lifestyle_traveler = {} } dynasty = none after_creation = { random_list = { 200 = { # Character is of average weight, nothing happens } 25 = { change_current_weight = -25 } 25 = { change_current_weight = -75 } 25 = { change_current_weight = 25 } 25 = { change_current_weight = 75 } 5 = { change_current_weight = 100 } 5 = { change_current_weight = 200 } } random = { chance = 1 add_trait = 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:germanic_religion } } } set_interesting_traits_and_modifiers_effect = yes if = { limit = { has_trait = lifestyle_reveler } add_trait_xp = { trait = lifestyle_reveler value = { integer_range = { min = small_lifestyle_random_xp_low max = small_lifestyle_random_xp_high } } } } add_random_tiered_trait_track_xp_effect = { TRAIT = tourney_participant TRACK = wit LEVEL_1 = yes LEVEL_3 = no } } } pool_repopulate_martial = { age = { 30 45 } gender_female_chance = root_faith_dominant_gender_adjusted_female_chance #because marshal gender is doctrine dependent random_traits = yes culture = root.culture faith = root.faith martial = { min_guest_template_skill max_guest_template_skill } random_traits_list = { education_martial_1 = { weight = { base = 35 } } education_martial_2 = { weight = { base = 35 } } education_martial_3 = { weight = { base = 20 } } education_martial_4 = { weight = { base = 10 } } } random_traits_list = { count = { 0 1 } strategist = {} overseer = {} wrathful = {} zealous = {} impatient = {} lifestyle_hunter = {} tourney_participant = {} } dynasty = none after_creation = { random_list = { 200 = { # Character is of average weight, nothing happens } 25 = { change_current_weight = -25 } 25 = { change_current_weight = -75 } 25 = { change_current_weight = 25 } 25 = { change_current_weight = 75 } 5 = { change_current_weight = 100 } 5 = { change_current_weight = 200 } } if = { limit = { OR = { culture = { has_cultural_pillar = heritage_north_germanic } religion = religion:germanic_religion } } random_list = { 65 = {} 15 = { add_trait = varangian } 15 = { add_trait = berserker } 5 = { add_trait = lifestyle_poet } } } # Cultural Traditions if = { limit = { culture = { has_cultural_parameter = poet_trait_more_common } NOT = { has_trait = lifestyle_poet } } random = { chance = 10 add_trait = lifestyle_poet } } if = { limit = { culture = { has_cultural_parameter = winter_soldier_trait_more_common } NOT = { has_trait = winter_soldier } } random = { chance = 10 add_trait = winter_soldier } } if = { limit = { culture = { has_cultural_parameter = forest_fighter_trait_more_common } NOT = { has_trait = forest_fighter } } random = { chance = 10 add_trait = forest_fighter } } if = { limit = { culture = { has_cultural_parameter = rough_terrain_expert_trait_more_common } NOT = { has_trait = rough_terrain_expert } } random = { chance = 10 add_trait = rough_terrain_expert } } if = { limit = { culture = { has_cultural_parameter = desert_warrior_trait_more_common } NOT = { has_trait = desert_warrior } } random = { chance = 10 add_trait = desert_warrior } } if = { limit = { culture = { has_cultural_parameter = jungle_stalker_trait_more_common } NOT = { has_trait = jungle_stalker } } random = { chance = 10 add_trait = jungle_stalker } } set_interesting_traits_and_modifiers_effect = yes add_random_tiered_trait_track_xp_effect = { TRAIT = lifestyle_hunter TRACK = hunter LEVEL_1 = yes LEVEL_3 = no } add_random_tiered_trait_track_xp_effect = { TRAIT = tourney_participant TRACK = wit LEVEL_1 = yes LEVEL_3 = no } } } pool_repopulate_stewardship = { age = { 20 40 } gender_female_chance = root_faith_dominant_gender_adjusted_female_chance #because steward gender is doctrine dependent random_traits = yes culture = root.culture faith = root.faith stewardship = { min_guest_template_skill max_guest_template_skill } random_traits_list = { education_stewardship_1 = { weight = { base = 35 } } education_stewardship_2 = { weight = { base = 35 } } education_stewardship_3 = { weight = { base = 20 } } education_stewardship_4 = { weight = { base = 10 } } } random_traits_list = { count = { 0 1 } architect = {} administrator = {} avaricious = {} temperate = {} greedy = {} just = {} stubborn = {} ambitious = {} } dynasty = none after_creation = { random_list = { 200 = { # Character is of average weight, nothing happens } 25 = { change_current_weight = -25 } 25 = { change_current_weight = -75 } 25 = { change_current_weight = 25 } 25 = { change_current_weight = 75 } 5 = { change_current_weight = 100 } 5 = { change_current_weight = 200 } } random = { chance = 1 add_trait = 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:germanic_religion } } } set_interesting_traits_and_modifiers_effect = yes } } pool_repopulate_intrigue = { age = { 25 40 } random_traits = yes gender_female_chance = 50 #No gender blocks for spymaster culture = root.culture faith = root.faith intrigue = { min_guest_template_skill max_guest_template_skill } random_traits_list = { education_intrigue_1 = { weight = { base = 35 } } education_intrigue_2 = { weight = { base = 35 } } education_intrigue_3 = { weight = { base = 20 } } education_intrigue_4 = { weight = { base = 10 } } } random_traits_list = { count = { 0 1 } schemer = {} seducer = {} torturer = {} deceitful = {} lustful = {} calm = {} arbitrary = {} paranoid = {} callous = {} sadistic = {} vengeful = {} craven = {} } dynasty = none after_creation = { random_list = { 200 = { # Character is of average weight, nothing happens } 25 = { change_current_weight = -25 } 25 = { change_current_weight = -75 } 25 = { change_current_weight = 25 } 25 = { change_current_weight = 75 } 5 = { change_current_weight = 100 } 5 = { change_current_weight = 200 } } random = { chance = 1 add_trait = 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:germanic_religion } } } set_interesting_traits_and_modifiers_effect = yes } } pool_repopulate_learning = { age = { 25 60 } gender_female_chance = 50 #No gender blocks for physicians random_traits = yes culture = root.culture faith = root.faith learning = { min_guest_template_skill max_guest_template_skill } random_traits_list = { education_learning_1 = { weight = { base = 35 } } education_learning_2 = { weight = { base = 35 } } education_learning_3 = { weight = { base = 20 } } education_learning_4 = { weight = { base = 10 } } } random_traits_list = { count = { 0 1 } scholar = {} theologian = {} whole_of_body = {} lifestyle_physician = {} lifestyle_mystic = {} lifestyle_herbalist = {} chaste = {} diligent = {} patient = {} humble = {} shy = {} content = {} cynical = {} lazy = {} } dynasty = none after_creation = { random_list = { 200 = { # Character is of average weight, nothing happens } 25 = { change_current_weight = -25 } 25 = { change_current_weight = -75 } 25 = { change_current_weight = 25 } 25 = { change_current_weight = 75 } 5 = { change_current_weight = 100 } 5 = { change_current_weight = 200 } } if = { limit = { faith = { has_doctrine = tenet_monasticism } } random_list = { 75 = {} 25 = { add_trait = devoted } } } random = { chance = 1 add_trait = 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:germanic_religion } } } set_interesting_traits_and_modifiers_effect = yes add_random_tiered_trait_xp_effect = { TRAIT = lifestyle_physician LEVEL_1 = yes LEVEL_3 = yes } add_random_tiered_trait_xp_effect = { TRAIT = lifestyle_mystic LEVEL_1 = yes LEVEL_3 = no } } } pool_repopulate_spouse = { gender_female_chance = root.marriage_gender_adjusted_female_chance age = { 16 26 } random_traits = yes culture = root.culture faith = root.faith random_traits_list = { education_diplomacy_1 = { weight = { base = 35 } } education_diplomacy_2 = { weight = { base = 35 } } education_diplomacy_3 = { weight = { base = 20 } } education_diplomacy_4 = { weight = { base = 10 } } education_martial_1 = { weight = { base = 35 modifier = { # Less common with martial education if character can't be combatant because of gender factor = 0.3 trigger_if = { limit = { root = { is_female = yes } } dummy_male = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } } } trigger_else = { dummy_female = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } } } } } } education_martial_2 = { weight = { base = 35 modifier = { # Less common with martial education if character can't be combatant because of gender factor = 0.3 trigger_if = { limit = { root = { is_female = yes } } dummy_male = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } } } trigger_else = { dummy_female = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } } } } } } education_martial_3 = { weight = { base = 20 modifier = { # Less common with martial education if character can't be combatant because of gender factor = 0.3 trigger_if = { limit = { root = { is_female = yes } } dummy_male = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } } } trigger_else = { dummy_female = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } } } } } } education_martial_4 = { weight = { base = 10 modifier = { # Less common with martial education if character can't be combatant because of gender factor = 0.3 trigger_if = { limit = { root = { is_female = yes } } dummy_male = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } } } trigger_else = { dummy_female = { NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } } } } } } education_stewardship_1 = { weight = { base = 35 } } education_stewardship_2 = { weight = { base = 35 } } education_stewardship_3 = { weight = { base = 20 } } education_stewardship_4 = { weight = { base = 10 } } education_intrigue_1 = { weight = { base = 35 } } education_intrigue_2 = { weight = { base = 35 } } education_intrigue_3 = { weight = { base = 20 } } education_intrigue_4 = { weight = { base = 10 } } education_learning_1 = { weight = { base = 35 } } education_learning_2 = { weight = { base = 35 } } education_learning_3 = { weight = { base = 20 } } education_learning_4 = { weight = { base = 10 } } } random_traits_list = { count = { 0 1 } diplomat = {} strategist = {} architect = {} schemer = {} scholar = {} whole_of_body = {} fecund = {} intellect_good_1 = {} physique_good_1 = {} beauty_good_1 = {} } dynasty = none after_creation = { random_list = { 200 = { # Character is of average weight, nothing happens } 25 = { change_current_weight = -25 } 25 = { change_current_weight = -75 } 25 = { change_current_weight = 25 } 25 = { change_current_weight = 75 } 5 = { change_current_weight = 100 } 5 = { change_current_weight = 200 } } random = { chance = 1 add_trait = 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:germanic_religion } } } set_interesting_traits_and_modifiers_effect = yes } } pool_repopulate_local_flavor = { age = { 25 45 } gender_female_chance = root_faith_dominant_gender_adjusted_female_chance #because council gender is doctrine dependent random_traits = yes faith = root.faith random_culture = { culture:ashkenazi = { trigger = { NOT = { root.faith = { religion = { is_in_family = rf_pagan } } } root.capital_province = { OR = { geographical_region = world_europe geographical_region = world_asia_minor } } } } root.culture = { trigger = { root.faith = { religion = { is_in_family = rf_pagan } } } } culture:NEOW_sephardi = { trigger = { root.capital_province = { geographical_region = world_europe } } } culture:sharoni = { trigger = { root.capital_province = { geographical_region = world_europe_south } } } culture:cale = { trigger = { root.capital_province = { OR = { geographical_region = world_europe_west_francia geographical_region = world_europe_west_iberia } } } } culture:atlantannach = { trigger = { root.capital_province = { geographical_region = world_europe } } } culture:beur = { trigger = { root.capital_province = { OR = { geographical_region = world_europe_west_francia geographical_region = world_europe_west_germania } } } } culture:turkisch = { trigger = { root.capital_province = { geographical_region = world_europe_west_germania } } } culture:traveller = { trigger = { root.capital_province = { geographical_region = world_europe_west_britannia } } } culture:kurdish = { trigger = { root.capital_province = { geographical_region = world_middle_east_persia } } } culture:rajput = { trigger = { root.capital_province = { geographical_region = world_india } } } culture:hindustani = { trigger = { root.capital_province = { geographical_region = world_india_rajastan } } } culture:gujarati = { trigger = { root.capital_province = { geographical_region = world_india_rajastan } } } culture:marathi = { trigger = { root.capital_province = { OR = { geographical_region = world_india_rajastan geographical_region = world_india_deccan } } } } culture:tamil = { trigger = { root.capital_province = { OR = { geographical_region = world_india_deccan geographical_region = world_asia_southeast_islands } } } } culture:telugu = { trigger = { root.capital_province = { geographical_region = world_india_deccan } } } culture:kannada = { trigger = { root.capital_province = { geographical_region = world_india_deccan } } } culture:bengali = { trigger = { root.capital_province = { OR = { geographical_region = world_india_bengal geographical_region = world_burma } } } } culture:burmese = { trigger = { root.capital_province = { OR = { geographical_region = world_india_bengal geographical_region = world_burma } } } } culture:butr = { trigger = { root.capital_province = { geographical_region = world_africa } } } culture:zaghawa = { trigger = { root.capital_province = { geographical_region = world_africa } } } culture:bolghar = { trigger = { root.capital_province = { geographical_region = world_steppe_west } } } culture:assyrian = { trigger = { root.capital_province = { OR = { geographical_region = world_steppe_east geographical_region = world_steppe_tarim } } } } culture:khitan = { trigger = { root.capital_province = { OR = { geographical_region = world_steppe_east geographical_region = world_steppe_tarim geographical_region = world_tibet geographical_region = world_asia_north_east } } } } culture:han = { trigger = { root.capital_province = { OR = { geographical_region = world_steppe_east geographical_region = world_steppe_tarim geographical_region = world_tibet geographical_region = world_burma geographical_region = world_asia_north_east geographical_region = world_asia_china geographical_region = world_asia_korea geographical_region = world_asia_southeast_mainland } } } } culture:cuman = { trigger = { root.capital_province = { geographical_region = world_steppe_west } } } culture:bodpa = { trigger = { root.capital_province = { geographical_region = world_tibet } } } culture:somali = { trigger = { root.capital_province = { OR = { geographical_region = world_middle_east geographical_region = world_middle_east_persia geographical_region = world_africa_north_east AND = { geographical_region = world_india county.holder.faith = { religion_tag = islam_religion } } } } } } culture:swahili = { trigger = { root.capital_province = { geographical_region = dlc_tgp_swahili_coast_region } } } culture:yemeni = { trigger = { root.capital_province = { geographical_region = dlc_tgp_swahili_coast_region county.holder = { NOT = { government_has_flag = government_is_tribal } faith = { religion_tag = islam_religion } } } } } culture:persian = { trigger = { root.capital_province = { geographical_region = dlc_tgp_swahili_coast_region county.holder = { NOT = { government_has_flag = government_is_tribal } faith = { religion_tag = islam_religion } } } } } culture:japanese = { trigger = { root.capital_province = { geographical_region = world_asia_japan } } } culture:khanty = { trigger = { root.capital_province = { geographical_region = world_siberia } } } } learning = { min_guest_template_skill max_guest_template_skill } stewardship = { min_guest_template_skill max_guest_template_skill } diplomacy = { min_guest_template_skill max_guest_template_skill } random_traits_list = { education_learning_3 = { weight = { base = 10 } } education_learning_4 = { weight = { base = 20 } } education_stewardship_3 = { weight = { base = 5 } } education_stewardship_4 = { weight = { base = 10 } } education_diplomacy_3 = { weight = { base = 10 } } education_diplomacy_4 = { weight = { base = 20 } } } random_traits_list = { scholar = {} theologian = {} lifestyle_physician = {} lifestyle_mystic = {} lifestyle_herbalist = {} administrator = {} architect = {} diplomat = {} lifestyle_hunter = {} } dynasty = none after_creation = { random_list = { 200 = { # Character is of average weight, nothing happens } 25 = { change_current_weight = -25 } 25 = { change_current_weight = -75 } 25 = { change_current_weight = 25 } 25 = { change_current_weight = 75 } 5 = { change_current_weight = 100 } 5 = { change_current_weight = 200 } } if = { limit = { culture = { has_cultural_pillar = heritage_israelite } } add_character_flag = ai_will_not_convert set_character_faith = faith:congregationist if = { limit = { NOT = { knows_language_of_culture = root.capital_province.culture } } learn_language_of_culture = root.capital_province.culture } } if = { limit = { culture = atlantannach } add_character_flag = ai_will_not_convert set_character_faith = faith:iberian if = { limit = { NOT = { knows_language_of_culture = root.capital_province.culture } } learn_language_of_culture = root.capital_province.culture } } if = { limit = { culture = traveller } add_character_flag = ai_will_not_convert set_character_faith = faith:celtic if = { limit = { NOT = { knows_language_of_culture = root.capital_province.culture } } learn_language_of_culture = root.capital_province.culture } } if = { limit = { culture = beur } add_character_flag = ai_will_not_convert set_character_faith = faith:simurghi if = { limit = { NOT = { knows_language_of_culture = root.capital_province.culture } } learn_language_of_culture = root.capital_province.culture } } if = { limit = { culture = turkisch } add_character_flag = ai_will_not_convert set_character_faith = faith:quranist if = { limit = { NOT = { knows_language_of_culture = root.capital_province.culture } } learn_language_of_culture = root.capital_province.culture } } else_if = { limit = { OR = { culture = culture:rajput culture = culture:marathi culture = culture:gujarati culture = culture:tamil culture = culture:telugu culture = culture:hindustani culture = culture:kannada culture = culture:bengali culture = culture:burmese } } random_list = { 10 = { set_character_faith = faith:digambara } 10 = { set_character_faith = faith:svetambara } 20 = { set_character_faith = faith:yapaniya } 35 = { trigger = { culture = culture:gujarati } set_character_faith = faith:zurvanism } 100 = { trigger = { culture = culture:burmese } set_character_faith = faith:ari } 5 = { set_character_faith = faith:nestorian } 25 = { trigger = { OR = { culture = culture:kannada culture = culture:telugu culture = culture:tamil } } set_character_faith = faith:malabarism } } } else_if = { limit = { OR = { culture = culture:butr culture = culture:zaghawa } } random_list = { 10 = { set_character_faith = faith:ibadi } 10 = { set_character_faith = faith:sufri } } } else_if = { limit = { culture = culture:kurdish } set_character_faith = faith:yazidi } else_if = { limit = { OR = { culture = culture:bolghar culture = culture:somali } } set_character_faith = faith:ashari if = { limit = { root.capital_county.faith = { religion_tag = islam_religion } } set_character_faith = root.capital_county.faith } } else_if = { limit = { culture = culture:khazar } set_character_faith = faith:kabarism } else_if = { limit = { culture = culture:assyrian } set_character_faith = faith:nestorian } else_if = { limit = { culture = culture:khitan } random_list = { 15 = { set_character_faith = faith:vajrayana } 10 = { set_character_faith = faith:tengri_pagan } 5 = { set_character_faith = faith:quanzhen } } } else_if = { limit = { culture = culture:han } random_list = { 50 = { set_character_faith = faith:shangqing random_list = { 50 = {} 50 = { add_trait = devoted } } } 15 = { set_character_faith = faith:mahayana } 5 = { set_character_faith = faith:zhengyi } } random = { chance = 5 modifier = { root.capital_province = { geographical_region = world_asia_china } add = 10 } add_trait = confucian_education if = { limit = { OR = { AND = { is_male = yes root.capital_province.province_owner = { OR = { has_realm_law = male_only_law has_realm_law = male_preference_law has_realm_law = equal_law } } } AND = { is_female = yes root.capital_province.province_owner = { OR = { has_realm_law = female_only_law has_realm_law = female_preference_law has_realm_law = equal_law } } } } } change_merit = { fixed_range = { min = 1000 max = 5000 } } assign_completed_exams_based_on_merit_effect = yes } } } else_if = { limit = { culture = culture:bodpa } random_list = { 10 = { set_character_faith = faith:bon } 10 = { set_character_faith = faith:old_bon } } } else_if = { limit = { religion = { is_in_family = rf_pagan } } random_list = { 10 = { add_trait = one_eyed } 10 = { add_trait = albino } 10 = { add_trait = scaly } 10 = { add_trait = torturer } 10 = { add_trait = whole_of_body } 10 = { add_trait = flagellant } 10 = { add_trait = scarred add_trait_xp = { trait = scarred value = { integer_range = { min = 5 max = 100 } } } } 10 = { add_trait = blind } 10 = { add_trait = shrewd } 10 = { add_trait = strong } 10 = { add_trait = giant } 10 = { add_trait = lifestyle_poet } 450 = { trigger = { NOT = { trait_is_criminal_in_faith_trigger = { TRAIT = witch FAITH = this.faith GENDER_CHARACTER = this } } } add_trait = witch } 150 = { trigger = { faith = { has_doctrine = tenet_warmonger } OR = { culture = { has_cultural_pillar = heritage_north_germanic } religion = religion:germanic_religion } NOR = { has_trait = craven has_trait = berserker has_trait = calm } } add_trait = berserker } } } # Learn flavorful & appropriate languages if = { limit = { OR = { culture = culture:butr culture = culture:kurdish culture = culture:somali } } if = { limit = { NOT = { knows_language = language_arabic } } random = { chance = 70 learn_language = language_arabic } } } if = { limit = { culture = culture:assyrian } if = { limit = { NOT = { knows_language = language_greek } } random = { chance = 70 learn_language = language_greek } } } if = { # Guaranteed warriors limit = { OR = { culture = culture:butr culture = culture:zaghawa culture = culture:khitan culture = culture:somali } } remove_trait = education_learning_3 remove_trait = education_learning_4 remove_trait = education_stewardship_3 remove_trait = education_stewardship_4 remove_trait = education_diplomacy_3 remove_trait = education_diplomacy_4 remove_trait = lifestyle_physician remove_trait = lifestyle_mystic remove_trait = theologian remove_trait = lifestyle_herbalist remove_trait = diplomat remove_trait = administrator remove_trait = architect remove_trait = scholar add_martial_skill = 4 add_prowess_skill = 6 random_list = { 50 = { add_trait = education_martial_3 } 50 = { add_trait = education_martial_4 } } random_list = { 10 = { add_trait = strategist } 30 = { add_trait = lifestyle_blademaster add_random_tiered_trait_xp_effect = { TRAIT = lifestyle_blademaster LEVEL_1 = yes LEVEL_3 = yes } } 10 = { add_trait = tourney_participant add_random_tiered_trait_track_xp_effect = { TRAIT = tourney_participant TRACK = bow LEVEL_1 = yes LEVEL_3 = yes } } 10 = { add_trait = overseer } } give_random_commander_trait_effect = yes } else_if = { limit = { OR = { religion = { is_in_family = rf_pagan } culture = culture:bolghar culture = culture:cuman } } random_list = { 50 = {} 50 = { remove_trait = education_learning_3 remove_trait = education_learning_4 remove_trait = education_stewardship_3 remove_trait = education_stewardship_4 remove_trait = education_diplomacy_3 remove_trait = education_diplomacy_4 remove_trait = lifestyle_physician remove_trait = lifestyle_mystic remove_trait = theologian remove_trait = lifestyle_herbalist remove_trait = diplomat remove_trait = administrator remove_trait = architect remove_trait = scholar add_martial_skill = 4 add_prowess_skill = 6 random_list = { 50 = { add_trait = education_martial_3 } 50 = { add_trait = education_martial_4 } } random_list = { 10 = { add_trait = strategist } 30 = { add_trait = lifestyle_blademaster add_random_tiered_trait_xp_effect = { TRAIT = lifestyle_blademaster LEVEL_1 = yes LEVEL_3 = yes } } 10 = { add_trait = tourney_participant add_random_tiered_trait_track_xp_effect = { TRAIT = tourney_participant TRACK = bow LEVEL_1 = yes LEVEL_3 = yes } } 10 = { add_trait = overseer } } give_random_commander_trait_effect = yes } } } set_interesting_traits_and_modifiers_effect = yes add_random_tiered_trait_xp_effect = { TRAIT = lifestyle_physician LEVEL_1 = yes LEVEL_3 = yes } add_random_tiered_trait_xp_effect = { TRAIT = lifestyle_mystic LEVEL_1 = yes LEVEL_3 = no } add_random_tiered_trait_track_xp_effect = { TRAIT = lifestyle_hunter TRACK = hunter LEVEL_1 = yes LEVEL_3 = no } add_random_tiered_trait_xp_effect = { TRAIT = confucian_education LEVEL_1 = yes LEVEL_3 = yes } } }