Medieval 2: Total War
Traits Guide
-by Salisian

(So I didn't want to make an ascii macro.  Sue me.)


Table of Contents:
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If you want information on a specific trait, it will be a lot easier to just
search for it by the name that appears under your character/agent's portrait.
But if you would just rather read a ton of pseudocode interpretation, by all
means, use the table of contents!

Intro (mtgi)
Disclaimers (mtgii)
Generals (mtgiii)
Admirals (mtgiv)
Merchants (mtgv)
Priests (mtgvi)
Spies (mtgvii)
Assassins/Hashashin (mtgviii)
Diplomats (mtgix)
Princesses (mtgx)
Inquisitors (mtgxi)
Heretics (mtgxii)
Witches (mtgxiii)
Version History (mtgxiv)
Copyright (mtgxv)
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Intro (mtgi)
---
This guide has been exhaustively researched by me, spending many hours poring
over game documentation and secrets, and then applying these traits to my
poor King Vlasios the Cunning to get the full text behind them.  As of
version 1.2 the mechanics and descriptions are correct- after that, I can
promise nothing.

If you want to access the list of traits and triggers yourself (though it
won't be nearly as organized as this one), you can use the unpacking tools
that came with the 1.1 upgrade or later, unpack the entire thing (~7 GB) and
look through the export_descr_character_traits.txt file.  But since you came
onto a faq site looking for help, you obviously don't want to go to all that
effort, so I have gone to that effort for you!

In each trait description, I will include the trait's name; the trait class
it belongs to (i.e. the name you will want to type into the command shell if
you want to give this traits); the level of the trait within its class; its
effects on your agent; the description that the trait gives in-game when you
hover over it; and in a few cases, the superlative that it appends to their
name once you max the trait.

For example:
Abhors Drink (Sobriety 3)- +1 Command, -2 Troop Morale, +2 Personal Security,
-2 Popularity, upgrade after 8 points of Sobriety
"Abhors Drink" is the trait name that will show up in your commander's trait
list beneath his portrait on the right side.  If you wish to give this trait
to the commander, you open the command shell with the ~ key, and type,
without the brackets, [give_trait "Name" Sobriety 3].  The way this game
handles characters with multiple names is, frankly, pretty retarded, so it's
easier to just select the character and use [give_trait "this" Sobriety 3]
instead.

Keep in mind that there is a difference between "points" and "levels" in a
trait.  If you see a trait that has a listed antitrait, it means that the
general cannot have both of those traits simultaneously- instead, points in
one trait will detract from the other, or points in one will completely
forbid the other in some cases.  If a trait has a "no going back" level, then
that means that once you are at or past that level (not that many points,
that level), then antitrait points will never drop you below that level.

Also, keep in mind that the game has quite a few bugs in it, and some
oversights on the part of the programmers- none of these make it unplayable,
but, for instance, StrategyDread is obtained a -whole- lot more often than
StrategyChivalry, which is bad when you're trying to build up a good guy.

You may notice that I have written the guide in a manner that seems somewhat
redundant.  I noticed it too, and felt silly after a while, but I'd already
started doing it in that manner before I got organized.  If you don't notice
it, well, don't try to.  You'll only hurt your head.
---





Disclaimer (mtgii):
---
Don't come yelling at me if I got something wrong, or if a patch fixes
something and I don't update.  I made this guide primarily for my own
reference, and I am sharing with the world because I have been asked to
numerous times.  If you want to email me to say thanks or to send money
(ha.), you can reach me at sal/[email protected] (without the / in the
middle).  Please don't email me asking to play multiplayer (I don't do that
for many games), to complain, or to ask about other game dynamics.  I may
soon share a guilds guide (much simpler) or a factions guide, and I am
planning on making an ancillaries guide after this one in the same vein, but
I don't want to have to extract and share, say, the precise equation used to
decide how much the tin mine in the London region is worth to your faction.
That's even beyond my obsession.

Disclaimer again:
I will be distributing this FAQ only to Gamefaqs.com, because they have been
my free source for gaming knowledge forever now.  If this is at any other
site, it is not there officially or legally.  But it's not like I'm making
money off this thing anyways, so as long as I get credit and proper praise, I
will not release the lawyers on you.
---







Generals (mtgxiii)

Please note the difference between a general and a family member.  If there
are multiple family members in an army, only one is the general.  Most traits
gained post-battle are only given to the general, with a few exceptions.  For
those exceptions, in the triggers they are labelled "family members" to show
that any family member that fulfills the requirements can gain points in that
trait.  The same goes for governors when there are multiple family members in
a city.  Some triggers will only apply to the governor of the city, but some
will apply to all family members/generals in the city.

When I mention an epithet as part of a trait's characteristics, that epithet
becomes part of the character's name.  For instance, when my King Vlasios of
Ezova gained level 3 of DeceiverVirtue, he became King Vlasios the Cunning.
Also, "Normal battle" refers to a battle that is not ambush or siege.  And,
the difference between an adoption and a "lesser adoption" is that a lesser
adoption is a general that is adopted through the "Man of the Hour" event.

When I refer to multiple triggers affecting the same thing, they do not
stack.  If I say a general gains a point of a trait with 50% and 80%, that
means that it is rolled twice, once for each percentage, so they can gain 0,
1, or 2.  Or if I say that a general gains a trait on coming of age with 4%
probability, then if Islamic with 10%.  That does not mean that the 10%-if-
Islamic replaces the natural 4%.  It means that the Islamic general can gain
the 4% as well as the 10%.  With a very low probability, but still.

Please note that all "self-perpetuating" triggers are checked last, so any of
the other conditions can gain the level necessary for a trait to self-
perpetuate.

Despite the fact that the notes, and my guide, say corn exchange, they appear
to have correctly implemented it for the grain exchange.

---
Promising Commander (GoodCommander 1)- +1 Command, gained after 1 point of
GoodCommander
Aspiring Commander (GoodCommander 2)- +2 Command, upgrade after 2 points of
GoodCommander
Proven Commander (GoodCommander 3)- +3 Command, upgrade after 4 points of
GoodCommander
Great Commander (GoodCommander 4)- +4 Command, upgrade after 8 points of
GoodCommander
Legendary Commander (GoodCommander 5)- +5 Command, epithet "the Mighty",
upgrade after 16 points of GoodCommander

GoodCommander has BadCommander as an antitrait.
There are a whole slew of ways to gain points in GoodCommander.  When you
"lesser adopt" a general, he gains a point in GoodCommander.  Then, he may
gain one more point with 80% and then another with 50% probability.  If you
acquire a family member in the natural way, coming of age, they gain a point
in GoodCommander with 4% probability.  If you acquire a family member through
marriage, the general can gain 3 points of GoodCommander with 33%
probability, and then one point of GoodCommander with 50% probability.  If
you adopt a general normally, he can gain 3 points of GoodCommander with 33%
probability, and then one point with 80% probability.
A general gains a point in GoodCommander any time he wins a battle with odds
less than 2.25.
---
Unproven Commander (BadCommander 1)- -1 Command, gained after 2 points of
BadCommander
Incompetent Commander (BadCommander 2)- -2 Command, upgrade after 4 points of
BadCommander
Pathetic Commander (BadCommander 3)- -3 Command, upgrade after 6 points of
BadCommander
Useless Commander (BadCommander 4)- -5 Command, epithet "the Inept" upgrade
after 8 points of BadCommander

BadCommander has GoodCommander as an antitrait.
A general gains a point in BadCommander on coming of age with 4% probability.
Any time a general loses a battle with odds greater than 1.5, he gains a
point of BadCommander with 50% probability.
---
Promising Attacker (GoodAttacker 1)- +1 Command when attacking, gained after
1 point of GoodAttacker
Confidenet Attacker (GoodAttacker 2)- +2 Command when attacking, upgrade
after 2 points of GoodAttacker
Strong Attacker (GoodAttacker 3)- +3 Command when attacking, upgrade after 4
points of GoodAttacker
Excellent Attacker (GoodAttacker 4)- +4 Command when attacking, upgrade after
8 points of GoodAttacker
Heroic Attacker (GoodAttacker 5)- +5 Command when attacking, epithet "the
Attacker", upgrade after 16 points of GoodAttacker

GoodAttacker has BadAttacker as an antitrait.
A general gains 2 points in GoodAttacker with 17% odds when he is adopted or
lesser adopted.  When a general comes of age, he gains a point in
GoodAttacker with 4% probability.  When a general marries into the faction,
he gains two points of GoodAttacker with 17% probability.
If a general wins a normal battle in which the odds were greater than or
equal to .5, but less than 1.5, and he was the attacker in the battle; he
gains 2 points in GoodAttacker if the victory was crushing, or 1 point if the
victory was clear.
---
Flawed Attacker (BadAttacker 1)- -1 Command when attacking, gained after 2
points of BadAttacker
Incompetent Attacker (BadAttacker 2)- -2 Command when attacking, upgrade
after 4 points of BadAttacker
Pathetic Attacker (BadAttacker 3) -3 Command when attacking, upgrade after 6
points of BadAttacker
Useless Attacker (BadAttacker 4) -4 Command when attacking, epithet "the
Foolhardy", upgrade after 8 points of BadAttacker

BadAttacker has GoodAttacker as an antitrait.
A general gains a point of BadAttacker on coming of age with 4% probability.
If a general loses a normal battle in which the odds were greater than or
equal to .5, and he was the attacker in that battle; he gains 2 points in
BadAttacker if the defeat was crushing, or 1 point if the defeat was clear,
both with 50% probability.
---
Promising Defender (GoodDefender 1)- +1 Command when defending, gained after
1 point of GoodDefender
Confident Defender (GoodDefender 2)- +2 Command when defending, upgrade after
2 points of GoodDefender
Strong Defender (GoodDefender 3)- +3 Command when defending, upgrade after 4
points of GoodDefender
Excellent Defender (GoodDefender 4)- +4 Command when defending, upgrade after
8 points of GoodDefender
Heroic Defender (GoodDefender 5)- +5 Command when defending, epithet "the
Bastion", upgrade after 16 points of GoodDefender

GoodDefender has BadDefender as an antitrait.
An adopted or lesser adopted general gains two points of GoodDefender with
17% probability, as does a general offered for marriage.  A general gains one
point of GoodDefender with 4% probability when they come of age.
If a general wins a normal battle in which the odds were greater than or
equal to .5 but less than 1.5, and he was the defender in that battle, then
he gains 2 points in GoodDefender if the victory was crushing, or 1 point if
the victory was clear.
---
Flawed Defender (BadDefender 1)- -1 Command when defending, gained after 2
points of BadDefender
Incompetent Defender (BadDefender 2)- -2 Command when defending, upgrade
after 4 points of BadDefender
Pathetic Defender (BadDefender 3)- -3 Command when defending, upgrade after 6
points of BadDefender
Useless Defender (BadDefender 4)- -4 Command when defending, upgrade after 8
points of BadDefender

BadDefender has GoodDefender as an antitrait.
A general gains a point of BadDefender on coming of age with 4% probability.
If a general loses a normal battle in which the odds were greater than or
equal to .5, and he was the attacker in that battle; he gains 2 points in
BadDefender if the defeat was crushing, or 1 point if the defeat was clear,
both with 50% probability.
---
Social Drinker (Drink 1)- +1 Command, +1 Popularity, gained after 1 point of
Drink
Gets Merry (Drink 2)- +1 Popularity, upgrade after 2 points of Drink
Steady Drinker (Drink 3)- -1 Command, +1 Popularity, upgrade after 4 points
of Drink
Drunken Heathen (Drink 4)- -2 Command, -1 Authority, -2% Tax Income, upgrade
after 8 points of Drink
Alcoholic (Drink 5)- -3 Command, -3 Authority, -5% Tax Income, upgrade after
16 points of Drink
Paralytic (Drink 6)- -5 Command, -5 Authority, -10% Tax Income, epithet "the
Drunkard", upgrade after 32 points of Drink

Drink has Sobriety as an antitrait, and a NoGoingBack level of 5 (there is no
AA in medieval times).  Drink is not available to Middle Eastern cultures
(the Quran is apparently just that good, and there is no "Shisha" trait).
A general gains a point of drink on adoption or lesser adoption with 8%
probability, or when offered for marriage with 6% probability.  On coming of
age, a general gains a point of Drink with 4% probability, and if a general's
father had one or more levels of drink, he gains a point of Drink with 30%
probability.  A general belonging to the France or Denmark factions also has
on additional 4% probability to gain a point on coming of age.  Also, when a
character marries or becomes a father, they have a 5% chance to gain a point
of Drink.  When a general suffers an assassination attempt, they have a 20%
chance to gain a point of Drink.
Drink is also self-perpetuating.  At the end of any turn, if a general has a
level of Drink, they can gain a point of Drink with 4% probability.
At the end of any turn, if a general is in a settlement with a brothel or
better and has 100% of his movement points remaining, he gains a point of
Drink with 5% probability, plus an additional chance at 5% probability if
that building is a pleasure palace.  If he is at sea at the end of the turn,
he gains a point of Drink with 3% probability.  Also, at the end of the turn
in any settlement, if the general has 100% of his movement points, the game
takes a random percent- if that percent is greater than 90, the general has a
1% chance to gain a point in Drink, Gambling, Arse, or Girls.
In other words, do not leave your generals in town with 100% movement points.
---
Strong Language (Feck 1)- -1 Piety, +1 Command, +1 Troop Morale, gained after
2 points of Feck
Foul Mouthed (Feck 2)- +1 Dread, -2 Piety, +1 Comman,d +2 Troop Morale,
upgrade after 4 points of Feck
Spits Venom (Feck 3)- +2 Dread, -4 Piety, -1 Loyalty, -1 Authority, +3 Troop
Morale, upgrade after 6 points of Feck
Utterly Profane (Feck 4)- +4 Dread, -6 Piety, -2 Loyalty, -2 Authority, +4
Troop Morale, epithet "the Profane", upgrade after 8 points of Feck

Feck has Prim and RhetoricSkill as antitraits, and a NoGoingBack level of 2.
A general has 3% chance to gain a point of Feck when offered for adoption or
marriage.  On coming of age, a general gains a point of Feck with 4%
probability, and if the general's father had one or more levels in Prim, he
can gain a point of Feck with 10% probability.  A general born to Scotland
has an extra chance to gain a point with 10% probability.
Feck is self-perpetuating.  At the end of any turn, if a general has one or
more levels of Feck, he gains a point of Feck with 4% probability.
At the end of any turn, if a general has 100% of his movement points
remaining and he is not in any settlement, he gains a point of Feck with 5%
probability.
---
Uninhibited (Arse 1)- -1 Authority, gained after 1 point of Arse
Shameful (Arse 2)- -2 Authority, upgrade after 4 points of Arse
Too Well Groomed (Arse 3)- -1 Command, -3 Authority, upgrade after 8 points
of Arse
Shameless Queen (Arse 4)- -3 Command, -5 Authority, epithet "the Queen",
upgrade after 16 points of Arse

Arse has Girls and Prim as antitraits, and a NoGoingBack level of 2.
On coming of age, a general has 4% chance to gain a point of Arse.  If the
faction adopts a general who becomes the brother of an existing general on
the family tree (i.e. he has the first general's father as his benefactor),
the general who was already in the family has a 1% chance to gain a point of
Arse.
Arse is self-perpetuating.  At the end of any turn, if a general has one or
more levels in Arse, he gains a point of Arse with 4% probability.
At the end of any turn, if the general is in a settlement with 100% of his
movement points, the game takes a random percent- if that percent is greater
than 90, the general has a 1% chance to gain a point in Drink, Gambling,
Arse, or Girls.  If the general is at sea at the end of his turn, he gains a
point of Arse with 3% probability.
---
Red Blooded (Girls 1)- +2 Troop Morale, gained after 2 points of Girls
Womaniser (Girls 2)- +1 Troop Morale, upgrade after 4 points of Girls
Adulterer (Girls 3)- -1 Popularity, upgrade after 8 points of Girls
Lecherous Fiend (Girls 4)- +1 Dread, -2 Popularity, upgrade after 16 points
of Girls
Sexual Predator (Girls 5)- +2 Dread, -3 Popularity, epithet "the Womaniser",
upgrade after 36 points of Girls

Girls has Prim, Uptight, and Arse as antitraits.
On coming of age, a general gains a point of Girls with 4% probability.  If a
general's father had two or more levels of Arse, a general gains a point of
Girls with 35% probability.  If the general's father had one or more levels
of Girls, he gains a point of Girls with 20% probability.  If a faction
adopts a general who becomes the brother of an existing general on the family
tree, the original general gains a point of Girls with 5% probability.  In
addition, when a general marries, he gains a point with 2% probability, or
when he becomes a father, with 5% probability.  When a general suffers an
assassination attempt, he gains a point of Girls with 20% probability.
Girls is self-perpetuating. At the end of any turn, a general with one or
more levels in Girls gains a point of Girls with 4% probability.
At the end of any turn, if a general is in a settlement with a brothel or
better and has 100% of his movement points remaining, he gains a point of
Girls with 3% probability, plus an additional chance at 3% probability if
that building is a coaching house or at 7% probability if it is a pleasure
palace.  If the settlement has public baths or better, he gains a point at 3%
probability.  At the end of any turn, if the general is in a settlement with
100% of his movement points, the game takes a random percent- if that percent
is greater than 90, the general has a 1% chance to gain a point in Drink,
Gambling, Arse, or Girls.
---
Sensible Drinker (Sobriety 1)- +1 Command, gained after 1 point of Sobriety
Sober (Sobriety 2)- +1 Command, -1 Troop Morale, +1 Personal Security, -1
Popularity, upgrade after 4 points of Sobriety
Abhors Drink (Sobriety 3)- +1 Command, -2 Troop Morale, +2 Personal Security,
-2 Popularity, upgrade after 8 points of Sobriety

Sobriety has Drink as an antitrait, and is not available to Middle Eastern
cultures.
A general offered for adoption or marriage has a 12% chance to gain a point
of Sobriety. When a general comes of age, if the dad had 1 or 2 points of
Drink, the general gains 3 points of Sobriety with 50% probability.  If the
dad had 3 or 4 points of Drink, the character gains 9 points of Sobriety with
75% probability.  If the dad had 5 or 6 points of Drink, the character gains
18 points of Sobriety with 90% probability.
When a general marries or becomes a father, he gains 1 point of Sobriety with
5% probability.  If a general with 2 or more levels of Drink marries or
becomes a father, he gains 1 point of Sobriety with 80% probability.  If the
general has 3 or more levels, he can gain an additional 2 points with 60%
probability.  If the general has 4 or more levels, he can gain an additional
4 points with 40% probability.  If 5 or more levels, he gains 8 points with
20% probability.
Sobriety is self-perpetuating.  At the end of any turn, a general with 1 or
more levels of Sobriety gains a point of Sobriety with 4% probability.
---
Effective Ambusher (GoodAmbusher 1)- +1 Command when ambushing, gained after
1 point of GoodAmbusher
Cunning Ambusher (GoodAmbusher 2)- +2 Command when ambushing, upgrade after 2
points of GoodAmbusher
Great Ambusher (GoodAmbusher 3)- +3 Command when ambushing, upgrade after 4
points of GoodAmbusher
Stalks his Prey (GoodAmbusher 4)- +4 Command when ambushing, epithet "the
Cunning", upgrade after 8 points of GoodAmbusher

GoodAmbusher has BadAmbusher as an antitrait.
On coming of age, a general gains a point of GoodAmbusher with 4%
probability.  An aztec general has an additional 25% chance to gain 2 points.
A general gains a point of GoodAmbusher if he wins a successful ambush battle
with odds less than or equal to 2.0, if he wins with a success rating of
clear or better.
---
Poor Ambusher (BadAmbusher 1)- -1 Command when ambushing, gained after 1
point of BadAmbusher
Clumsy Ambusher (BadAmbusher 2)- -2 Command when ambushing, upgrade after 4
points of BadAmbusher
Brutally Obvious (BadAmbusher 3)- -3 Command when ambushing, upgrade after 8
points of BadAmbusher

BadAmbusher has GoodAmbusher as an antitrait.
On coming of age, a general gains a point of BadAmbusher with 4% probability.
A general gains a point of BadAmbusher if he loses a failed ambush battle
with odds greater than .4, if he loses with a rating of clear or better.
---
Conscientious Trainer (Disciplinarian 1)- +1 Troop Morale, +10% Movement,
gained after 1 point of Disciplinarian
Drillmaster (Disciplinarian 2)- -1 Troop Morale, +15% Movement, upgrade after
2 points of Disciplinarian
Harsh Taskmaster (Disciplinarian 3)- +1 Command, +1 Authority, -2 Troop
Morale, +20% Morale, +1 Law, upgrade after 4 points of Disciplinarian

Disciplinarian has BadDisciplinarian as an antitrait, and a NoGoingBack level
of 2.
A general offered for adoption or marriage can gain two points of
Disciplinarian with 17% probability.  On coming of age, a general gains a
point of Disciplinarian with 4% probability.
A general gains a point of Disciplinarian with 10% probability when his city
riots, and with 15% probability when his city rebels.
---
Poor Disciplinarian (BadDisciplinarian 1)- +1 Troop Morale, -10% Movement,
gained after 2 points of BadDisciplinarian
Easy on the Men (BadDisciplinarian 2)- +2 Troop Morale, -15% Movement,
upgrade after 4 points of BadDisciplinarian
Way too Lenient (BadDisciplinarian 3)- -1 Command, -1 Authority, +3 Troop
Morale, -20% Movement, -1 Law, upgrade after 8 points of BadDisciplinarian

BadDisciplinarian has Disciplinarian as an antitrait, and a NoGoingBack level
of 2.
On coming of age, a general gains a point of BadDisciplinarian with 4%
probability.
At the end of any turn, if a general ends his turn outside a settlement with
100% of his movement points remaining, he gains a point of BadDisciplinarian
with 4% probability.  If a general has one or more levels in
BadDisciplinarian, and ends their turn with 100% of their movement points
remaining, they gain a point of BadDisciplinarian with 4% probability.
---
Wall Taker (GoodSiegeAttacker 1)- +1 Command when assaulting walls, gained
after 1 point of GoodSiegeAttacker
Siege Expert (GoodSiegeAttacker 2)- +2 Command when assaulting walls, upgrade
after 2 points of GoodSiegeAttacker
Siege Master (GoodSiegeAttacker 3)- +3 Command when assaulting walls, upgrade
after 4 points of GoodSiegeAttacker
Unstoppable in Siege (GoodSiegeAttacker 4)- +4 Command when assaulting walls,
epithet "the Unstoppable", upgrade after 8 points of GoodSiegeAttacker

GoodSiegeAttacker has BadSiegeAttacker as an antitrait.
On coming of age, a general gains a point of GoodSiegeAttacker with 4%
probability.  On offer of adoption, a general gains 2 points of
GoodSiegeAttacker with 17% probability.
Any time an attacking general wins a siege battle with a success rating of
clear or better, and the odds were less than 2, he gains a point of
GoodSiegeAttacker.
---
Poor Besieger (BadSiegeAttacker 1)- -1 Command when assaulting walls, gained
after 2 points of BadSiegeAttacker
Pathetic Besieger (BadSiegeAttacker 2)- -2 Command when assaulting walls,
upgrade after 4 points of BadSiegeAttacker
Beaten by Walls (BadSiegeAttacker 3)- -3 Command when assaulting walls,
upgrade after 8 points of BadSiegeAttacker

BadSiegeAttacker has GoodSiegeAttacker as an antitrait.
On coming of age, a general gains a point of BadSiegeAttacker with 4%
probability.
Any time an attacking general loses a siege battle with a success rating of
clear or better, and the odds were better than or equal to 1.2, he gains a
point of BadSiegeAttacker.
---
Good at the Walls (GoodSiegeDefender 1)- +1 Command when defending walls,
gained after 1 point of GoodSiegeDefender
Strong at the Walls (GoodSiegeDefender 2)- +2 Command when defending walls,
upgrade after 2 points of GoodSiegeDefender
Urban Protector (GoodSiegeDefender 3)- +3 Command when defending walls,
upgrade after 4 points of GoodSiegeDefender
Savior of Cities (GoodSiegeDefender 4)- +4 Command when defending walls,
epithet "the Defender", upgrade after 8 points of GoodSiegeDefender

GoodSiegeDefender has BadSiegeDefender as an antitrait.
On coming of age, a general gains a point of GoodSiegeDefender with 4%
probability.
Any time a defending general wins a siege battle with a success rating of
clear or better, and the odds were less than 1.7, he gains a point of
GoodSiegeDefender.
---
Poor at the Walls (BadSiegeDefender 1)- -1 Command when defending walls,
gained after 2 points of BadSiegeDefender
Pathetic at the Walls (BadSiegeDefender 2)- -2 Command when defending walls,
upgrade after 4 points of BadSiegeDefender
Liability in Defence (BadSiegeDefender 3)- -3 Command when defending walls,
upgrade after 8 points of BadSiegeDefender

BadSiegeDefender has GoodSiegeDefender as an antitrait.
On coming of age, a general gains a point of BadSiegeDefender with 4%
probability.
Any time a defending general loses a siege battle with a success rating of
clear or better, and the odds were greater than or equal to 1, he gains a
point of BadSiegeDefender.
---
Brave (Brave 1)- +1 Troop Morale, gained after 1 point of Brave
Dauntless (Brave 2)- +2 Troop Morale, upgrade after 2 points of Brave
Courageous (Brave 3)- +3 Troop Morale, upgrade after 4 points of Brave
Inspirationally Brave (Brave 4)- +1 Authority, +4 Troop Morale, epithet "the
Brave", upgrade after 8 points of Brave
Has no Fear (Brave 5)- +2 Authority, +2 Troop Morale, epithet "the Fearless",
upgrade after 16 points of Brave

Brave has Coward and Haemophobic as antitraits, and a NoGoingBack level of 4.
A general offered for adoption or marriage gains a point in Brave with 17%
probability.  A general offered for lesser adoption gains 3 points of Brave
with 17% probability.  When a general comes of age, he gains a point in Brave
with 8% probability.  If his father had one or more levels in Coward, he can
gain a point in Brave with 20% probability.  An English or French general has
an additional point at 4% probability,
Any family member gains a point in brave with 20% probability if he loses
more than 30% of his hit points in a battle.  He also can gain a point with
60% probability if he loses more than 50% of his hit points and kills more
than 6 enemies.
---
Faltering Courage (Coward 1)- -1 Troop Morale, gained after 2 points of
Coward
Fears Conflict (Coward 2)- -2 Troop Morale, upgrade after 4 points of Coward
Cowardly (Coward 3)- -3 Troop Morale, upgrade after 6 points of Coward
Slave to Fear (Coward 4)- -4 Troop Morale, epithet "the Coward", upgrade
after 8 points of Coward

Coward has Brave as an antitrait.
On coming of age, a general can gain 2 points of Coward with 3% probability.
Any family member in a battle gains a point in Coward if he loses the battle,
does not personally fight in combat, and his army kills 0% of the enemy.  He
also can gain a point in Coward with 25% probability if he routs.
---
Eager (Energetic 1)- +10% Movement, gained after 1 point of Energetic
Energetic (Energetic 2)- +15% Movement, upgrade after 2 points of Energetic
Driven (Energetic 3)- +1 Authority, +20% Movement, upgrade after 4 points of
Energetic
Blessed with Vigor (Energetic 4)- +2 Authority, +25% Movement, upgrade after
8 points of Energetic

Energetic has Slothful as an antitrait.
When a general is offered for adoption of marriage, he gains a point of
Energetic with 3% probability.  On coming of age, a general gains a point in
Energetic with 4% probability.  If a general's father has one or more levels
in Energetic, he gains a point in Energetic with 20% probability, or if his
father has one or more levels in Slothful, he gains a point in Energetic with
10% probability.
If a general with one or more levels in Energetic ends his turn with less
than 10 percent of his movement points remaining, he gains a point in
Energetic with 4% probability.
---
Lazy (Slothful 1)- -5% Movement, -2% Tax Income, gained after 1 point of
Slothful
Too Comfortable (Slothful 2)- -10% Movement, -5% Tax Income, upgrade after 2
points of Slothful
Slothful (Slothful 3)- -1 Authority, -15% Movement, -10% Tax Income, upgrade
after 4 points of Slothful
Indolent Lump (Slothful 4)- -2 Authority, -20% Movement, -15% Tax Income,
epithet "the Fat", upgrade after 8 points of Slothful

Slothful has Energetic as an antitrait.
When a general is adopted, he gains a point of Slothful with 4% probability.
On coming of age, a general gains a point of Slothful with 4% probability.
If a general's father has one or more levels in Energetic, he gains a point
in Slothful with 10% probability, or if his father has one or more levels in
Slothful, he gains a point with 20% probability.
Slothful is self-perpetuating.  At the end of any turn, if a general has one
or more levels in Slothful, he gains a point in Slothful with 4% probability.
---
Fierce in Battle (Berserker 1)- +1 Dread, +1 Troop Morale, +1 Command when
attacking, -1 Command when defending, gained after 1 point of Berserker
Crazy in Battle (Berserker 2)- +2 Dread, +2 Troop Morale, +2 Command when
attacking, -2 Command when defending, +2 Hit Points, upgrade after 4 points
of Berserker
Berserker (Berserker 3)- +4 Dread, +3 Troop Morale, +3 Command when
attacking, -3 Command when defending, +4 Hit Points, epithet "the Bloody",
upgrade after 8 points of Berserker

Berserker has a NoGoingBack level of 3.
On coming of age, a general can gain a point in Berserker.  If he is from
Denmark, with 3% probability; if he is from Hungary, with 5% probability; if
he is from Spain, with 6% probability.
If a family member loses more than 30% of his hit points and gets more than
ten kills in a battle, and has less than one level of BattleChivalry and less
than one level of Berserker, he gains a point of Berserker.  If a family
member with one or more levels of Berserker and less than one level of
BattleChivalry loses more than 30% of his hit points and gets more than six
kills in a battle, he gains a point in Berserker with 33% probability.
If a family member with more than zero levels of Berserker does not
personally participate in a battle, he loses a point of Berserker with 33%
probability.
---
Nervous of Outsiders (Xenophobia 1)- +1 Public Security, gained after 2
points of Xenophobia
Distrusts Foreigners (Xenophobia 2)- +2 Public Security, upgrade after 6
points of Xenophobia
Total Bigot (Xenophobia 3)- +3 Public Security, upgrade after 12 points of
Xenophobia

Xenophobia has Xenophilia as an antitrait, and a NoGoingBack level of 3.
On coming of age, a character gains a point of Xenophobia with 3%
probability.  If the character's father had one or more levels of Xenophobia,
they gain a point with 20% probability.
Xenophobia is self-perpetuating.  At the end of any turn, a general with one
or more levels of Xenophobia gains a point of Xenophobia with 4% probability.
A general gains a point of Xenophobia with 8% probability when they suffer an
assassination attempt.
---
Tolerant to Foreigners (Xenophilia 1)- -1 Public Security, gained after 2
points of Xenophilia
Welcomes Outlanders (Xenophilia 2)- -2 Public Security, upgrade after 6
points of Xenophilia
Fascinated by Foreigners (Xenophilia 3)- -3 Public Security, upgrade after 12
points of Xenophilia

Xenophilia has Xenophobia as an antitrait, and a NoGoingBack level of 3.
On coming of age, a general gains a point of Xenophilia with 3% probability.
A Sicilian general gains a point with 10% probability.  If the character's
father had one or more levels of Xenophilia, they gain a point with 20%
probability.
Xenophilia is self-perpetuating.  At the end of any turn, a general with one
or more levels of Xenophilia gains a point of Xenophilia with 4% probability.
If a general accepts a bribe, they gain a point of Xenophilia with 10%
probability.  If, at the end of any turn, a general ends his turn with 100%
movement points in a settlement with a port or better, they gain a point of
Xenophilia with 2% probability.
---
Religiously Improper (PublicAtheism 1)- -2 Piety, +1 Unrest, gained after 2
points of PublicAtheism
Humanist (PublicAtheism 2)- -4 Piety, +4 Unrest, upgrade after 5 points of
PublicAtheism
Athiest (PublicAtheism 3)- -6 Piety, +6 Unrest, upgrade after 12 points of
PublicAtheism
Despises Religion (PublicAtheism 4)- -8 Piety, +8 Unrest, epithet "the
Faithless", upgrade after 20 points of PublicAtheism

Please note that in the game code they misspelled "atheist" as "athiest"-
this is not a typo on my part.  The trait is still spelled "PublicAtheism"

PublicAtheism has PublicFaith as an antitrait, and a NoGoingBack level of 2.
It is not available to Middle Eastern cultures.
On coming of age, a character gains a point of PublicAtheism with 3%
probability.  If a character's father had one or more levels of
PublicAtheism, the character gains a point of PublicAtheism with 20%
probability.  A mongol character has an additional chance to gain one point
at 20% probability.
At the end of any turn, if a general with one or more levels in PublicAtheism
and 100% of his movement points is in a settlement without a small church,
chapel, or better, he gains a point of PublicAtheism with 4% probability.
---
Religiously Proper (PublicFaith 1)- +1 Piety, gained after 1 point of
PublicFaith
Religiously Minded (PublicFaith 2)- +2 Piety, upgrade after 4 points of
PublicFaith
Religiously Devout (PublicFaith 3)- +3 Piety, upgrade after 8 points of
PublicFaith
Pious Ruler (PublicFaith 4)- +4 Piety, epithet "the Pious", upgrade after 16
points of PublicFaith

PublicFaith has PublicAtheism as an antitrait, and a NoGoingBack level of 2.
On coming of age, a character gains a point of PublicFaith with 4%
probability.  If the character's father had one or more levels of
PublicFaith, he gains a point of PublicFaith with 20% probability.  If the
general is from certain factions, he gains another: from HRE, Spain or Sicily
with 25% probability, from Milan, Poland, or Hungary with 20% probability,
from any Islamic faction with 100% probability.  If the town in which the
general comes of age has a cathedral, he gains a point with 35% probability.
If it has a huge cathedral, with 65% probability.  If it has an orthodox
cathedral, with 50% probability.  If it has a huge orthodox cathedral, with
75% probability.  If it has a jama, with 75% probability.  If it has a great
jama, with 100% probability.

At the end of any turn, if a general with 100% movement points remaining is
in a settlement with a church or better, chapel or better, or masjid or
better, he gains a point of PublicFaith with 15% probability.
---
Budding Bureaucrat (GoodAdministrator 1)- +3% Trade Income, +1 Law, gained
after 1 point of GoodAdministrator
Skilled Bureaucrat (GoodAdministrator 2)- +5% Trade Income, +2 Law, upgrade
after 6 points of GoodAdministrator
Superb Administrator (GoodAdministrator 3)- +10% Trade Income, +3 Law,
upgrade after 12 points of GoodAdministrator

GoodAdministrator has BadAdministrator as an antitrait, and a NoGoingBack
level of 3.
On coming of age, a general gains a point of GoodAdministrator with 4%
probability.  If born to an Islamic faction, they gain a point with 10%
probability.  If born to Egypt, Milan, or Venice, they gain a point with 10%,
A general offered for adoption, lesser adoption or marriage gains 6 points of
GoodAdministrator with 17% probability.
Every time a unit is trained in a city with a tax level greater than high,
the city's governor gains a point of GoodAdministrator with 3% probability.
Every time a building is completed in a city with a tax level greater than
high, the city's governor gains a point of GoodAdministrator with 7%
probability.  If a building is completed in a city with tax level greater
than high and the loyalty is equal to disillusioned, the general gains a
point of GoodAdministrator with 5% probability.
At the end of any turn, if a city has a tax rate of extortionate, and a
loyalty greater than the baseline for happy, and the general has been in the
region for more than 3 turns, they gain a point of GoodAdministrator with 7%
probability.
---
Poor Administrator (BadAdministrator 1)- -3% Trade Income, gained after 2
points of BadAdministrator
Inefficient Administrator (BadAdministrator 2)- -5% Trade Income, upgrade
after 4 points of BadAdministrator
Total Incompetence (BadAdministrator 3)- -10% Trade Income, upgrade after 6
points of BadAdministrator

BadAdministrator has GoodAdministrator as an antitrait.
On coming of age, a general gains a point of BadAdministrator with 4%
probability.
If a city riots while the tax level is greater than low, its governor gains a
point of BadAdministrator with 50% probability.  If the city rebels, with
100% probability.  If a governor completes a building in a settlement with a
wooden pallisade or greater, a tax level lower than high, and a loyalty
greater than disillusioned, the governor gains a point of BadAdministrator
with 5% probability.
---
Can Tell a Tale (InspiringSpeaker 1)- +1 Law, gained after 1 point of
InspiringSpeaker
Great Speaker (InspiringSpeaker 2)- +1 Law, upgrade after 2 points of
InspiringSpeaker
Inspirational Speaker (InspiringSpeaker 3)- +2 Law, epithet "the Saint",
upgrade after 4 points of InspiringSpeaker

InspiringSpeaker has BoringSpeaker as an antitrait, and a NoGoingBack level
of 2.
On coming of age, a general gains a point of InspiringSpeaker with 4%
probability.  A general whose father has one or more levels of RhetoricSkill
gains a point of InspiringSpeaker with with 20% probability.  If his father
has one or more levels of InspiringSpeaker, he gains a point with 20%
probability.
If a general wins a battle with odds less than 1.2 and does not have more
than one level of Ignorance; if he has no levels in InspiringSpeaker, he
gains a point with 75% probability, if he has one or more levels of
InspiringSpeaker, he gains a point with 10% probability.
---
Poor Speaker (BoringSpeaker 1)- -1 Authority, gained after 1 point of
BoringSpeaker
Awkward Speaker (BoringSpeaker 2)- -1 Authority, -1 Troop Morale, upgrade
after 3 points of BoringSpeaker
Incredibly Boring (BoringSpeaker 3)- -2 Authority, -2 Troop Morale, upgrade
after 6 points of BoringSpeaker

BoringSpeaker has InspiringSpeaker and RhetoricSkill as antitraits, and a
NoGoingBack level of 2.
On coming of age, a general gains a point of BoringSpeaker with 4%
probability.
BoringSpeaker is self-perpetuating.  At the end of any turn, a general with
one or more levels of BoringSpeaker gains a point of BoringSpeaker with 4%
probability.
---
Well Spoken (RhetoricSkill 1)- +1 Authority, gained after 1 point of
RhetoricSkill
Stylish Debater (RhetoricSkill 2)- +2 Authority, upgrade after 2 points of
RhetoricSkill
Prone to Rhetoric (RhetoricSkill 3)- -1 Authority, upgrade after 4 points of
RhetoricSkill

RhetoricSkill has Ignorance and BoringSpeaker as antitraits, and a
NoGoingBack level of 1.
On coming of age, a general gains a point of RhetoricSkill with 6%
probability.  If his father has one or more levels of RhetoricSkill, he gains
a point with 20% probability.  If he is created while the faction controls a
library, he gains a point with 5% probability, and if the faction controls an
academy, he gains a point with 5% probability.
At the end of any turn, if a general has 100% of his movement points
remaining and ends his turn in a settlement with an alchemist's lab or
better, he gains a point of RhetoricSkill with 5% probability.  If he ends
his turn with 100% movement points in a town with a city hall or better, he
gains a point with 10% probability.
---
Promising Strategist (StrategicSkill 1)- +1 Command, gained after 1 point of
StrategicSkill
Strategically Sound (StrategicSkill 2)- +2 Command, upgrade after 3 points of
StrategicSkill
Strategist (StrategicSkill 3)- +3 Command, upgrade after 6 points of
StrategicSkill

StrategicSkill has Ignorance as an antitrait, and a NoGoingBack level of 1.
On coming of age, a general gains a point of StrategicSkill with 6%
probability.  A general whose father has one or more levels in StrategicSkill
gains a point of StrategicSkill with 20% probability.
If a general wins a normal battle with odds less than or equal to .16 with a
victory rating of crushing, whether attacking or defending, he gains a point
of StrategicSkill with 25% probability.
At the end of any turn, if a general ends his turn with 100% movement points
in a settlement with a drill square or better, he gains a point with 4%
probability.  If he ends his turn with 100% movement points in a settlement
with a library or better, he gains a point with 4% probability.
---
Promising Tactician (TacticalSkill 1)- +2 Command when ambushing, +1 Line of
Sight, gained after 1 point of TacticalSkill
Tactically Sound (TacticalSkill 2)- +3 Command when ambushing, +2 Line of
Sight, upgrade after 2 points of TacticalSkill
Tactician (TacticalSkill 3)- +4 Command when ambushing, +3 Line of Sight,
upgrade after 4 points of TacticalSkill

TacticalSkill has Ignorance as an antitrait, and a NoGoingBack level of 1.
On coming of age, a general gains a point of TacticalSkill with 4%
probability.  A general whose father has one or more levels of TacticalSkill
gains a point with 20% probability.
If a general wins a normal battle with odds greater than or equal to .5 and
less than 1.5 with a victory rating of crushing, whether or attacking or
defending, he gains a point of TacticalSkill with 10% probability.  If a
general wins a battle with a successful ambush and odds less than or equal to
2.0 with a victory rating of clear or better, he gains a point with 10%
probability.
At the end of any turn, if a general who has 100% of his movement points and
ends his turn in a settlement with a military academy or better, he gains a
point with 5% probability.
---
Talent with Numbers (MathematicsSkill 1)- +10 Build Points, +5% Trade Income,
gained after 1 point of MathematicsSkill
Good at Math (MathematicsSkill 2)- +1 Command when assaulting walls, +20
Build Points, +10% Trade Income, upgrade after 2 points of MathematicsSkill
Mathematician (MathematicsSkill 3)- +2 Command when assaulting walls, +30
Build Points, +15% Trade Income, upgrade after 4 points of MathematicsSkill

MathematicsSkill has Ignorance as an antitrait, and a NoGoingBack level of 1.
On coming of age, a general gains a point of MathematicsSkill with 4%
probability.  A general born to Denmark gains a point with 4% probability.  A
general born to an Islamic faction or the Byzantine Empire gains a point with
10% probability.  If the faction controls a university, the general gains a
point with 10% probability.  If the faction controls an academy, he gains a
point with 10% probability.
At the end of any turn, if a general who has 100% of his movement points ends
his turn in a settlement with a university, he gains a point of
MathematicsSkill with 10% probability.  If he ends his turn in a settlement
with a library or better, he gains a point with 5% probability.
---
Political Promise (PoliticsSkill 1)- +1 Authority, gained after 5 points of
PoliticsSkill
Political Animal (PoliticsSkill 2)- -1 Loyalty, +1 Authority, upgrade after
10 points of PoliticsSkill
Perfect Politician (PoliticsSkill 3)- -2 Loyalty, +2 Authority, upgrade after
15 points of PoliticsSkill

PoliticsSkill has a NoGoingBack level of 1 (but is, notably, the only "Skill"
trait that does not have Ignorance as an antitrait).
A general offered for marriage gains a point of PoliticsSkill with 17%
probability.  On coming of age, a general whose father has two or more levels
of PoliticsSkill gains 5 points with 20% probability.
A faction leader who orders a bribery gains 5 points of PoliticsSkill with
50% probability.  A faction leader who orders a diplomatic mission, he gains
a point with 20% probability.
---
Understands Logistics (LogisticalSkill 1)- +1 Troop Morale, +10% Movement,
gained after 1 point of LogisticalSkill
Logistics Expert (LogisticalSkill 2)- +2 Troop Morale, +15% Movement, upgrade
after 2 points of LogisticalSkill
Logistician (LogisticalSkill 3)- +3 Troop Morale, +20% Movement, upgrade
after 4 points of LogisticalSkill

LogisticalSkill has Ignorance as an antitrait, and a NoGoingBack level of 1.
On coming of age, a general gains a point of LogisticalSkill with 6%
probability.
A family member who ends his turn with less than 5% of his movement points,
and is not in a settlement gains a point of LogisticalSkill with 5%
probability.
---
Instigator (Rabblerouser 1)- +1 Popularity, gained after 1 point of
Rabblerouser
Agitator (Rabblerouser 2)- +2 Popularity, upgrade after 2 points of
Rabblerouser
Provoker (Rabblerouser 3)- +1 Authority, +3 Popularity, +1 Unrest, upgrade
after 4 points of Rabblerouser
Leader of the Mob (Rabblerouser 4)- +2 Authority, +4 Popularity, +2 Unrest,
upgrade after 8 points of Rabblerouser

RabbleRouser has a NoGoingBack level of 1.
On coming of age, a Scottish general gains a point of Rabblerouser with 4%
probability.
A governor whose city riots gains a point of Rabblerouser with 10%
probability.  If it rebels, he gains a point with 20% probability.
---
Renowned Victor (VictorVirtue 1)- +1 Authority, -1 Personal Security, +1
Popularity, gained after 5 points of VictorVirtue
Famous Victor (VictorVirtue 2)- +2 Authority, -1 Personal Security, +2
Popularity, upgrade after 10 points of VictorVirtue
Conquering Hero (VictorVirtue 3)- +3 Authority, -2 Personal Security, +3
Popularity, epithet "the Conqueror", upgrade after 15 points of VictorVirtue

A general gains a point of VictorVirtue if he wins a siege battle with odds
less than or equal to 1.0 if the success rating is clear or better and he
personally kills more than 6 enemies in the battle.
---
Refined Tastes (Epicurean 1)- +2% Trade Income, -10% Cost to Bribe, gained
after 1 point of Epicurean
Expensive Tastes (Epicurean 2)- +5% Trade Income, -20% Cost to Bribe, upgrade
after 2 points of Epicurean
Exotic Tastes (Epicurean 3)- +10% Trade Income, -30% Cost to Bribe, upgrade
after 4 points of Epicurean

Epicurean has Stoic as an antitrait (so any philosopher would tell you), and
a NoGoingBack level of 2.
On coming of age, a general gains a point of Epicurean with 4% probability.
A general whose father has one or more levels in Epicurean gains a point of
Epicurean with 25% probability.
If a governor completes a public baths or better, he gains a point with 20%
probability.
Epicurean is self-perpetuating.  At the end of any turn, a general with one
or more levels in Epicurean gains a point with 4% probability.
At the end of any turn, a character who ends his turn with 100% movement
points in a settlement with a theatre or better gains a point of Epicurean
with 5% probability.  If he ends it in a settlement with public baths or
better, he gains a point with 3% probability.  If he ends it in a settlement
with a pleasure palace, he gains a point with 5% probability.  If he ends it
in a settlement with a merchant's quarter or better, he gains a point with 6%
probability.  If he ends it in a settlement with an artist's studio or
better, he gains a point with 5% probability.  If a general ends his turn in
a settlement and the treasury is greater than 50000, he gains a point with 3%
probability.  If the treasury is greater than 100000, he gains another point
with 3% probability.  If it is greater than 150000, he gains another point
with 3% probability.
---
Reserved (Stoic 1)- +100% Cost to Bribe, gained after 1 point of Stoic
Stone Faced (Stoic 2)- +1 Loyalty, +200% Cost to Bribe, upgrade after 2
points of Stoic
Utterly Stoic (Stoic 3)- +2 Loyalty, +300% Cost to Bribe, upgrade after 4
points of Stoic

Stoic has Epicurean as an antitrait, and a NoGoingBack level of 2.
On coming of age, a general gains a point of Stoic with 4% probability.  A
general born to the Holy Roman Empire gains a point with 10% probability.  A
general whose father has one or more levels of Epicurean gains a point with
10% probability.  A general whose father has one or more levels of Stoic
gains a point with 20% probability.</pre><pre id="faqspan-2">
Stoic is self-perpetuating.  At the end of any turn, a general with one or
more levels of Stoic gains a point with 4% probability.
At the end of any turn, if the faction treasury is less than 0, a general
gains a point of Stoic with 3% probability.  If a general ends his turn in
enemy lands, he gains a point with 1% probability.
---
Severe (Austere 1)- +100% Cost to Bribe, +2% Tax Income, gained after 1 point
of Austere
Austere (Austere 2)- +1 Loyalty, +200% Cost to Bribe, +5% Tax Income, upgrade
after 2 points of Austere
Severely Austere (Austere 3)- +2 Loyalty, +300% Cost to Bribe, +10% Tax
Income, upgrade after 4 points of Austere

Austere has ExpensiveTastes and Aesthetic as antitraits, and a NoGoingBack
level of 2.
On coming of age, a general gains a point of Austere with 4% probability.  A
general whose father has one or more levels of Austere gains a point with 20%
probability.  A general whose father has one or more levels of Aesthetic
gains a point with 15% probability.
Austere is self-perpetuating.  At the end of any turn, a general with one or
more levels of Austere gains a point with 4% probability.
At the end of any turn, if a general ends his turn in enemy lands, he gains a
point with 2% probability.
---
An Eye for Beauty (Aesthetic 1)- -1 Command, gained after 2 points of
Aesthetic
Admirer of Beauty (Aesthetic 2)- -2 Command, -10% Cost to Bribe, -1 Squalor,
upgrade after 4 points of Aesthetic
Aesthete (Aesthetic 3)- -3 Command, -20% Cost to Bribe, -2 Squalor, upgrade
after 8 points of Aesthetic

Aesthetic has Austere as an antitrait, and a NoGoingBack level of 2.
On coming of age, a general gains a point of Aesthetic with 4% probability.
A general whose dad has one or more levels of Austere gains a point with 20%
probability.  A general whose dad has one or more levels of Aesthetic gains a
point with 15% probability.  A Byzantine general gains a point with 6%
probability.
When a governor completes an artist studio or better, he gains a point with
20% probability.
Aesthetic is self-perpetuating.  At the end of any turn, a general with one
or more levels of Aesthetic gains a point with 4% probability.
A general who ends his turn with 100% movement points in a settlement with an
ikoner studio or better gains a point of Aesthetic with 3% probability.  If
the settlement has a coaching house, he gains a point with 3% probability.
If the settlement has a theatre or better, he gains a point with 3%
probability.  If it has a merchant's quarter or better, he gains a point with
3% probability.  If it has an artist studio or better, with 5% probability.
At the end of any turn, if the faction's treasury is greater than 50000, each
general can gain a point of Aesthetic with 3% probability.  If it is over
100000, they get another chance with 3%.  If it is over 150000, they get
another chance with 3%.
---
Ignorant (Ignorance 1)- -1 Authority, -2% Trade Income, -2% Tax Income,
gained after 2 points of Ignorance
Sadly Ignorant (Ignorance 2)- -1 Authority, -5% Trade Income, -5% Tax Income,
upgrade after 4 points of Ignorance
Blissfully Ignorant (Ignorance 3)- -2 Authority, -10% Trade Income, -10% Tax
Income, upgrade after 8 points of Ignorance

Ignorance has RhetoricSkill, StrategicSkill, TacticalSkill, MathematicsSkill,
and LogisticalSkill as antitraits, and a NoGoingBack level of 3.
A general offered for adoption or marriage gains a point of Ignorance with 3%
probability.  On coming of age, a general gains a point with 4% probability.
Ignorance is self-perpetuating.  At the end of any turn, a general who has
one or more levels of Ignorance gains a point with 4% probability.
At the end of any turn, a general who ends his turn with 100% movement points
in a settlement without a library or better, alchemists lab or better, or
city hall or better gains a point with 4% probability.  If the general ends
his turn in enemy lands, he gains a point with 5% probability.
---
Enjoys a Wager (Gambling 1)- -5% Trade Income, -10% Cost to Bribe, gained
after 2 points of Gambling
Gambler (Gambling 2)- -10% Trade Income, -20% Cost to Bribe, upgrade after 4
points of Gambling
Problem Gambler (Gambling 3)- -15% Trade Income, -30% Cost to Bribe, upgrade
after 8 points of Gambling
Slave to Luck (Gambling 4)- -20% Trade Income, -40% Cost to Bribe, epithet
"the Gambler", upgrade after 12 points of Gambling

On coming of age, a general gains a point of Gambling with 4% probability.
When your faction adopts a general, any of that general's brothers gains a
point of Gambling with 5% probability.  When a general suffers an
assassination attempt, they gain a point with 15% probability.
Gambling is self-perpetuating.  At the end of any turn, a general with one or
more levels of Gambling gains a point with 4% probability.
At the end of any turn, if the general is in a settlement with 100% of his
movement points, the game takes a random percent- if that percent is greater
than 90, the general has a 1% chance to gain a point in Drink, Gambling,
Arse, or Girls.  If a general is in a settlement with a brothel or better, he
gains a point with 2% probability.  If he is in a settlement with a coaching
house, with 3% probability.  If a pleasure palace, 5% probability.  If the
settlement has a merchant's quarter or better, with 2% probability.  If an
artist's studio or better, with 3% probability.
---
Espionage (SpyMaster 1)- -10% Agent training costs, gained after 8 points of
SpyMaster
Espionage Expert (SpyMaster 2)- +1 Public Security, -20% Agent training
costs, upgrade after 16 points of SpyMaster
Master of Espionage (SpyMaster 3)- +1 Dread, +2 Public Security, -30% Agent
training costs, epithet "the Watcher", upgrade after 24 points of SpyMaster

The faction leader gains a point of SpyMaster on any successful spy mission.
---
Open to Murder (AssassinMaster 1)- +1 Dread, -10% Agent training costs,
gained after 5 points of AssassinMaster
Mixes with Killers (AssassinMaster 2)- +2 Dread, +1 Personal Security, +20%
Agent training costs, upgrade after 10 points of AssassinMaster
Master of Assassins (AssassinMaster 3)- +3 Dread, +2 Personal Security, +25%
Agent training costs, epithet "the Killer", upgrade after 15 points of
AssassinMaster

The faction leader gains a point of AssassinMaster on any successful
assassination mission.  If the mission does not succeed, he gains a point
with 10% probability.
---
Counter-Spy (CounterSpy 1)- +2 Public Security, gained after 2 points of
CounterSpy
Counter-Espionage (CounterSpy 2)- +3 Public Security, upgrade after 4 points
of CounterSpy
Spycatcher (CounterSpy 3)- +1 Chivalry, +1 Line of Sight, +4 Public Security,
upgrade after 6 points of CounterSpy

A general gains a point of CounterSpy every time they execute a spy on a
mission.
---
Survivor (AssassinCatcher 1)- +1 Chivalry, +2 Personal Security, gained after
2 points of AssassinCatcher
Blessed Survivor (AssassinCatcher 2)- +1 Chivalry, +3 Personal Security,
upgrade after 4 points of AssassinCatcher
Instinctive Survivor (AssassinCatcher 3)- +2 Chivalry, +1 Line of Sight, +4
Personal Security, epithet "the Fortunate", upgrade after 8 points of
AssassinCatcher

A general gains a point of AssassinCatcher every time they execute an
assassin on a mission.
---
Naive (Trusting 1)- -1 Personal Security, gained after 1 point of Trusting
Trusting (Trusting 2)- -2 Personal Security, upgrade after 2 points of
Trusting
Overly Trusting (Trusting 3)- -3 Personal Security, upgrade after 6 points of
Trusting

Trusting has Paranoia as an antitrait.
On coming of age, a general gains a point of Trusting with 4% probability.
Trusting is self-perpetuating.  At the end of any turn, a general with one or
more levels in Trusting gains a point with 4% probability.
---
Slow to Trust (Paranoia 1)- +1 Personal Security, gained after 1 point of
Paranoia
Overly Suspicious (Paranoia 2)- +2 Personal Security, upgrade after 2 points
of Paranoia
Paranoid (Paranoia 3)- -1 Command, -1 Authority, +3 Personal Security,
upgrade after 4 points of Paranoia
Completely Paranoid (Paranoia 4)- -2 Command, -2 Authority, +4 Personal
Security, upgrade after 8 points of Paranoia

Paranoia has Trusting and LaxPersonalSecurity as antitraits.
On coming of age, a general gains a point of Paranoia with 4% probability.  A
general whose father has two or more levels of Paranoia gains a point with
20% probability.
When a general has a brother adopted into the family, he gains a point with
5% probability.  Each time a general suffers an assassination attempt, they
gain a point with 33% probability.
Paranoia is self-perpetuating.  At the end of any turn, a general with one or
more levels in Paranoia gains a point with 4% probability.
---
Avoids the Truth (Liar 1)- +1 Authority, gained after 1 point of Liar
Bends the Truth (Liar 2)- -1 Authority, upgrade after 2 points of Liar
Liar (Liar 3)- -2 Authority, upgrade after 4 points of Liar
Pathological Liar (Liar 4)- -3 Authority, epithet "the Liar", upgrade after 8
points of Liar

Liar has Upright as an antitrait.
On coming of age, a general gains a point of Liar with 4% probability.
Liar is self-perpetuating.  At the end of any turn, a general with one or
more levels of Liar gains a point with 4% probability.
---
Deep Pockets (Embezzler 1)- -10% Tax Income, gained after 1 point of
Embezzler
Fraudulent (Embezzler 2)- -20% Tax Income, upgrade after 3 points of
Embezzler
Embezzler (Embezzler 3)- -30% Tax Income, upgrade after 6 points of Embezzler

Embezzler has Upright as an antitrait.
On coming of age, a general gains a point of Embezzler with 4% probability.
At the end of any turn, if the treasury is greater than 50000, and your
general is in a settlement, he gains a point of Embezzler with 3%
probability.  If the treasury is greater than 100000, he gains a point with
5% probability.  And if it is greater than 150000, he gains one with 8%
probability.
---
Convincing (DeceiverVirtue 1)- -1 Loyalty, +1 Authority, gained after 2
points of DeceiverVirtue
Deceptive (DeceiverVirtue 2)- -2 Loyalty, +2 Authority, upgrade after 4
points of DeceiverVirtue
Total Deceiver (DeceiverVirtue 3)- -3 Loyalty, +3 Authority, epithet "the
Cunning", upgrade after 8 points of DeceiverVirtue

DeceiverVirtue has Upright as an antitrait.
On coming of age, a character gains a point of Deceivervirtue with 4%
probability, and then another point with 4% probability.  If the character's
father has two or more levels of PoliticsSkill, he gains a point with 5%
probability.
A faction leader who orders a successful spying mission gains a point with 2%
probability.  A faction leader who orders a successful assassination mission
gains a point with 5% probability.  If the mission is unsuccessful, he gains
a point with 10% probability.  A leader who orders a sabotage mission gains a
point with 5% probability.  A leader who orders a bribery mission gains a
point with 10% probability.
---
Honest (Upright 1)- +1 Loyalty, +100% Cost to bribe, +2 Law, gained after 1
point of Upright
Trustworthy (Upright 2)- +2 Loyalty, +200% Cost to bribe, +4 Law, upgrade
after 2 points of Upright
Utterly Immaculate (Upright 3)- +3 Loyalty, +300% Cost to bribe, +6 Law,
epithet "the Just", upgrade after 4 points of Upright

Upright has Corrupt, Embezzler, Liar, and Disloyal as antitraits, and a
NoGoingBack level of 2.
On coming of age, a general gains a point of Upright with 4% probability.  A
general whose father has one or more levels of Corrupt gains a point with 15%
probability.  A general whose father has one or more levels of Upright gains
a point with 25% probability.
A general gains a point of Upright with 50% probability when he refuses a
bribe.  A governor who finishes a small church or better, small chapel or
better, or a small masjid or better gains a point with 10% probability.
At the end of any turn, a general with 100% of his movement points who ends
his turn in a settlement with a church or better, or masjid or better gains a
point with 5% probability.
---
Dubious (Corrupt 1)- -20% Cost to bribe, -10% Tax Income, -1 Law, gained
after 1 point of Dubious
Underhanded (Corrupt 2)- -1 Loyalty, -40% Cost to bribe, -20% Tax Income, -2
Law, upgrade after 3 points of Dubious
Corrupt (Corrupt 3)- -2 Loyalty, -60% Cost to bribe, -30% Tax Income, -3 Law,
upgrade after 6 points of Dubious

Corrupt has Upright and Loyal as antitraits, and a NoGoingBack level of 2.
On coming of age, a general gains a point of Corrupt with 4% probability.  A
general whose father has one or more levels of Corrupt gains a point with 15%
probability.  A Byzantine general gains a point with 10% probability.
When a general has a brother adopted, he gains a point with 5% probability.
A governor builds a brothel or better, he gains a point with 4% probability.
Corrupt is self-perpetuating.  At the end of any turn, a general with one or
more levels of Corrupt gains a point with 4% probability.
At the end of any turn, a general who ends his turn with 100% movement points
in a settlement with a pleasure palace gains a point with 5% probability.  If
the settlement has a merchant bank or better, with 1% probability.  At the
end of any turn, if the treasury is greater than 50000, and your general is
in a settlement, he gains a point of Corrupt with 3% probability.  If the
treasury is greater than 100000, he gains a point with 3% probability.  And
if it is greater than 150000, he gains one with 5% probability.
---
Firm Ruler (Authoritarian 1)- +1 Unrest, +2 Law, gained after 1 point of
Authoritarian
Strict Ruler (Authoritarian 2)- +1 Authority, +2 Unrest, +4 Law, upgrade
after 3 points of Authoritarian
Total Authoritarian (Authoritarian 3)- +2 Authority, +3 Unrest, +6 Law,
epithet "the Harsh", upgrade after 8 points of Authoritarian

Authoritarian has NonAuthoritarian as an antitrait, and a NoGoingBack level
of 1.
On coming of age, a general gains a point of Authoritarian with 4%
probability.
When a governor's city riots, he gains a point of Authoritarian with 20%
probability.  When it rebels, with 50% probability.  If a governor with no
levels of StrategyChivalry or StrategyDread completes a town hall or better,
he gains a point with 7% probability.  If a governor with one or more levels
of StrategyChivalry completes a town hall or better, he gains a point with 5%
probability.  If he has one or more levels of StrategyDread, he gains a point
with 10% probability.  A general who exterminates a conquered city gains a
point with 3% probability.
Authoritarian is self-perpetuating.  At the end of any turn, a general with
one or more levels of Authoritarian gains a point with 4% probability.
---
Fair Ruler (NonAuthoritarian 1)- -2 Unrest, -1 Law, gained after 3 points of
NonAuthoritarian
Understanding Ruler (NonAuthoritarian 2)- -1 Authority, -4 Unrest, -2 Law,
upgrade after 4 points of NonAuthoritarian
Liberal Leader (NonAuthoritarian 3)- -2 Authority, -6 Unrest, -3 Law, epithet
"the Kind", upgrade after 6 points of NonAuthoritarian

NonAuthoritarian has Authoritarian as an antitrait, and a NoGoingBack level
of 1.
On coming of age, a general whose father has one or more levels of
Authoritarian gains a point of NonAuthoritarian with 50% probability.
When a governor completes a brothel or better, or a jousting lists or better,
he gains a point with 5% probability.
When a general occupies a settlement, he gains a point with 3% probability.
A general with any levels in StrategyChivalry gains a point with 3%
probability.
NonAuthoritarian is self-perpetuating.  At the end of any turn, a general
with one or more levels of NonAuthoritarian gains a point with 4%
probability.
---
Generally Loyal (Loyal 1)- +1 Loyalty, gained after 1 point of Loyal
Loyal (Loyal 2)- +1 Chivalry, +2 Loyalty, upgrade after 2 points of Loyal
Very Loyal (Loyal 3)- +2 Chivalry, +3 Loyalty, upgrade after 4 points of
Loyal
Loyal Beyond Question (Loyal 4)- +3 Chivalry, +4 Loyalty, upgrade after 6
points of Loyal

Loyal has Disloyal and Corrupt as antitraits, and a NoGoingBack level of 3.
A general offered for marriage gains a point of Loyal with 17% probability.
Then, a general offered for adoption, lesser adoption or marriage gains a
point of Loyal with 50% probability.  If he gains that point, he gains
another point with 50% probability.  If he gains that point, he gains two
points with 50% probability.  If he gains those points, he gains two more
points with 25% probability.  This makes the probabilities 1(25%), 2(12.5%),
4(9.4%), 6(3.1%).  A general offered for marriage gains a point with 17%
probability.
On coming of age, a general gainns a point of Loyal with 4% probability.
When a general refuses a bribe, he gains a point of Loyal.
---
Speaks of Loyalty (Disloyal 1)- -1 Loyalty, gained after 1 point of Disloyal
Mixed Loyalties (Disloyal 2)- +1 Dread, -2 Loyalty, upgrade after 2 points of
Disloyal
Disloyal (Disloyal 3)- +2 Dread, -3 Loyalty, upgrade after 3 points of
Disloyal
Actively Disloyal (Disloyal 4)- +3 Dread, -4 Loyalty, upgrade after 4 points
of Disloyal

Disloyal has Loyal and Upright as antitraits, and a NoGoingBack level of 3.
A general offered for adoption or lesser adoption who has less than one level
of Loyal gains a point of Disloyal with 50% probability.  If he gains that
point, he gains another point with 50% probability.  If he gains that point,
he gains another point with 25% probability.  A general offered for marriage
who has less than one level of Loyal gains a point of Disloyal with 50%
probability.  If he gains that point, he gains another with 50% probability.
If he gains that point, he gains two points with 50% probability.  Then, if
he has three or more levels of Disloyal, he gains two points with 25%
probability.
On coming of age, a general gains a point of Disloyal with 4% probability.
When a general has a brother adopted, he gains a point of Disloyal with 8%
probability.  When a general accepts a bribe, he gains a point with 50%
probability.
---
Trouble at Home (Cuckold 1)- -1 Authority, gained after 2 points of Cuckold
Cuckold (Cuckold 2)- -2 Authority, upgrade after 3 points of Cuckold
Laughing Stock (Cuckold 3)- -3 Authority, upgrade after 4 points of Cuckold
Lacks Manhood (Cuckold 4)- -4 Authority, epithet "the Cuckold", upgrade after
5 points of Cuckold

Cuckold has a NoGoingBack level of 1 (no marital counseling in medieval
times).
When a character marries a princess who has one or more levels of
UnchasteWoman, he gains two points of Cuckold.
If a married general in enemy lands ends his turn with 100% of his movement
points, and has less than two levels of WifeIsNoble, he gains a point of
Cuckold with 3% probability.
At the end of any turn, a general with one or more levels of Cuckold who does
not have an ancillary with the "sex" type gains a point of Cuckold with 4%
probability.
At the end of any turn, a married general with one or more levels of arse
gains a point of Cuckold with 4% probability.
---
Farming Knowledge (GoodFarmer 1)- +1 Farming output, gained after 3 points of
GoodFarmer
Rural Expert (GoodFarmer 2)- +2 Farming output, upgrade after 6 points of
GoodFarmer
Agriculturalist (GoodFarmer 3)- +3 Farming output, upgrade after 12 points of
GoodFarmer

GoodFarmer has a NoGoingBack level of 3.
On coming of age, a general gains a point of GoodFarmer with 3% probability.
An egyptian character gains a point with 25% probability.
When a governor completes a farm or better, he gains 2 points of GoodFarmer.
---
Mining Knowledge (GoodMiner 1)- +10% Income from Mining, gained after 1 point
of GoodMiner
Mining Expert (GoodMiner 2)- +20% Income from Mining, upgrade after 3 points
of GoodMiner
Geologist (GoodMiner 3)- +30% Income from Mining, upgrade after 5 points of
GoodMiner

GoodMiner has a NoGoingBack level of 2.
On coming of age, a general gains a point of GoodMiner with 3% probability.
When a governor completes mines or better, he gains a point of GoodMiner.
---
Admires Technology (GoodEngineer 1)- +20 Build Points, gained after 1 point
of GoodEngineer
Mechanically Minded (GoodEngineer 2)- +1 Command when assaulting walls, +40
Build Points, upgrade after 3 points of GoodEngineer
Engineer (GoodEngineer 3)- +2 Command when assaulting walls, +60 Build
Points, epithet "the Engineer", upgrade after 6 points of GoodEngineer

GoodEngineer has BadEngineer as an antitrait, and a NoGoingBack level of 2.
On coming of age, a general gains a point of GoodEngineer with 2%
probability.
At the start of any turn, a general who is besieging, and has more than two
siege weapons, gains a point of GoodEngineer with 20% probability.
At the end of any turn, a general who ends his turn with 100% movement points
in a settlement with a siege works gains a point of GoodEngineer with 4%
probability.
---
Understands Trade (GoodTrader 1)- +10% Trade Income, gained after 12 points
of GoodTrader
Trader (GoodTrader 2)- +20% Trade Income, upgrade after 24 points of
GoodTrader
Master Trader (GoodTrader 3)- +30% Trade Income, upgrade after 48 points of
GoodTrader

GoodTrader has BadTrader as an antitrait, and a NoGoingBack level of 2.
On coming of age, a general gains 12 points of GoodTrader with 4%
probability.  A Milanese or Venetian general gains 12 points with 10%
probability.  A Portuguese general gains 12 points with 5% probability.
A governor gains 2 points of GoodTrader each time he creates a merchant,
finishes a corn exchange or better.  A governor gains 3 points of GoodTrader
when he finishes a port or better, a caravan stop or better, or a merchant
bank or better.  A governor gains a point of GoodTrader when he finishes
roads or better.  A governor gains a point of GoodTrader with 80% probability
when he finishes a merchant's wharf or better.
---
Questions Technology (BadEngineer 1)- -1 Command when assaulting walls,
gained after 1 point of BadEngineer
Befuddled by Machines (BadEngineer 2)- -2 Command when assaulting walls,
upgrade after 3 points of BadEngineer
Distrusts Evil Machinery! (BadEngineer 3)- -3 Command when assaulting walls,
upgrade after 6 points of BadEngineer

BadEngineer has GoodEngineer as an antitrait, and a NoGoingBack level of 2.
On coming of age, a general gains a point of BadEngineer with 4% probability.
At the start of any turn, a general who is besieging and has fewer than two
siege weapons gains a point of BadEngineer with 20% probability.
---
Fiscally Challenged (BadTrader 1)- -10% Trade Income, gained after 1 point of
BadTrader
Incompetent Trader (BadTrader 2)- -20% Trade Income, upgrade after 3 points
of BadTrader
Trading Liability (BadTrader 3)- -30% Trade Income, upgrade after 5 points of
BadTrader

BadTrader has GoodTrader as an antitrait, and a NoGoingBack level of 2.
On coming of age, a general gains a point of BadTrader with 4% probability.
When a governor completes a building, and the settlement has a wooden wall or
better, but not a corn exchange or better, he gains a point of BadTrader.
At the end of any turn, a general with one or more levels of BadTrader who
ends his turn in a settlement gains a point of BadTrader with 4% probability.
---
A Sense of Justice (Just 1)- +1 Chivalry, +1 Law, gained after 1 point of
Just
Just (Just 2)- +2 Chivalry, +2 Law, upgrade after 3 points of Just
Serves Justice (Just 3)- +3 Chivalry, +3 Law, epithet "the Just", upgrade
after 7 points of Just

Just has Unjust, HarshJustice, and LenientJustice as antitraits, and a
NoGoingBack level of 2.
On coming of age, a general gains a point of Just with 4% probability.
Just is self-perpetuating.  At the end of any turn, a general with one or
more levels of Just gains a point with 4% probability.
When a governor who has no levels of StrategyChivalry or StrategyDread
finishes a town hall or better, he gains a point of Just with 50%
probability.  When a governor with one or more levels of StrategyChivalry
finishes a town hall or better, he gains a point with 100% probability.
---
Swift to Judge (Unjust 1)- +1 Unrest, gained after 1 point of Unjust
Lacks Justice (Unjust 2)- +1 Dread, +2 Unrest, upgrade after 3 points of
Unjust
Unjust (Unjust 3)- +3 Dread, +3 Unrest, upgrade after 7 points of Unjust

Unjust has Just and LenientJustice as antitraits, and a NoGoingBack level of
2.
On coming of age, a general gains a point of Unjust with 4% probability.
If a general has a brother adopted, he gains a point of Unjust with 10%
probability.
If a general with less than one level in StrategyChivalry destroys a building
while the faction treasury is greater than 10000, he gains a point of Unjust
with 20% probability.
Unjust is self-perpetuating.  At the end of any turn, a general with one or
more levels of Unjust gains a point with 4% probability.
At the end of any turn, if a general with less than one level in
StrategyChivalry is in a settlement with 100% movement points and the
settlement has a wooden wall or better but not a town hall or better, he
gains a point of Unjust with 6% probability.
---
Hard Justice (HarshJustice 1)- +1 Unrest, +2 Law, gained after 1 point of
HarshJustice
Harsh Justice (HarshJustice 2)- +2 Unrest, +4 Law, upgrade after 3 points of
HarshJustice
Severe Justice (HarshJustice 3)- +1 Dread, +3 Unrest, +6 Law, upgrade after 7
points of HarshJustice

HarshJustice has Just and LenientJustice as antitraits, and a NoGoingBack
level of 1.
On coming of age, a general gains a point of HarshJustice with 4%
probability.  A general born to the Holy Roman Empire gains a point with 4%
probability, and another point with 4% probability.
When a governor's city riots, he gains a point of HarshJustice with 5%
probability.  If it rebels, with 10% probability.  When a general
exterminates the population, he gains a point with 20% probability.
When a governor with one or more levels of StrategyDread finishes a town hall
or better, he gains a point of HarshJustice.
HarshJustice is self-perpetuating.  At the end of any turn, a general with
one or more levels of HarshJustice gains a point with 4% probability.
---
Soft Judge (LenientJustice 1)- +1 Chivalry, -1 Law, gained after 1 point of
LenientJustice
Merciful Judge (LenientJustice 2)- +2 Chivalry, -2 Law, upgrade after 3
points of LenientJustice
Kind Judge (LenientJustice 3)- +1 Chivalry, -3 Law, upgrade after 5 points of
LenientJustice

LenientJustice has HarshJustice, Just, and Unjust as antitraits, and a
NoGoingBack level of 3.
On coming of age, a general gains a point of LenientJustice with 4%
probability.
When a general who has one or more levels of StrategyChivalry occupies a
settlement, he gains a point of LenientJustice with 20% probability.
LenientJustice is self-perpetuating.  At the end of any turn, a general with
one or more levels of LenientJustice gains a point with 4% probability.
---
Iron Fisted (HarshRuler 1)- +1 Dread, +1 Law, gained after 1 point of
HarshRuler
Harsh Ruler (HarshRuler 2)- +2 Dread, -1 Personal Security, +1 Squalor, +2
Law, upgrade after 3 points of HarshRuler
Cruel Ruler (HarshRuler 3)- +3 Dread, -2 Personal Security, +2 Squalor, +3
Law, epithet "the Cruel", upgrade after 6 points of HarshRuler

HarshRuler has KindRuler and NonAuthoritarian as antitraits, and a
NoGoingBack level of 2.
On coming of age, a general gains a point of HarshRuler with 4% probability.
If his father has one or more levels of KindRuler, he gains a point with 50%
probability.
When a general has a brother adopted, he gains a point with 10% probability.
HarshRuler is self-perpetuating.  At the end of any turn, a general with one
or more levels of HarshRuler gains a point with 4% probability.
At the end of any turn, a governor who has been in the region for more than
three turns, has a tax level of extortionate, a loyalty level less than
happy, and the faction treasury is greater than 10000 gains a point of
HarshRuler with 8% probability.
---
Reasonable Ruler (KindRuler 1)- +1 Chivalry, -1 Squalor, gained after 1 point
of KindRuler
Kind Ruler (KindRuler 2)- +2 Chivalry, -2 Squalor, upgrade after 3 points of
KindRuler
Benevolent Ruler (KindRuler 3)- +3 Chivalry, -3 Squalor, epithet "the Good",
upgrade after 7 points of KindRuler

KindRuler has HarshRuler and Authoritarian as antitraits, and a NoGoingBack
level of 3.
On coming of age, if a general's father has one or more levels of KindRuler,
he gains a point with 50% probability.  If his father has one or more levels
of Authoritarian, he gains a point with 20% probability.
At the end of any turn, a general with one or more levels of Trusting gains a
point of KindRuler with 4% probability.  A general with one or more levels of
NonAuthoritarian gains a point with 4% probability.
At the end of any turn, a governor who has been in the region for more than
three turns, has a tax level of low, a loyalty level greater than
disillusioned, and the faction treasury is less than 0 gains a point of
KindRuler with 8% probability.
---
Active Builder (GoodBuilder 1)- -5% Construction costs, -1 Squalor, gained
after 12 points of GoodBuilder
Urban Planner (GoodBuilder 2)- -10% Construction costs, -2 Squalor, upgrade
after 24 points of GoodBuilder
Great Builder (GoodBuilder 3)- -15% Construction costs, -3 Squalor, epithet
"the Builder", upgrade after 36 points of GoodBuilder

GoodBuilder has BadBuilder as antitraits, and a NoGoingBack level of 2.
On coming of age, a general gains 12 points of GoodBuilder with 4%
probability.
Whenever a governor completes a building, he gains a point of GoodBuilder.
If that building is a small church or better, small chapel or better, small
masjid or better, port or better, town hall or better, wooden palisade or
better, or wooden castle or better, he gains a point with 25% probability.
If the building is roads or better, he gains a point with 50% probability.
If the building is public baths or better, he gains a point with 100%
probability.
---
Not Constructive (BadBuilder 1)- +5% Construction costs, +1 Squalor, gained
after 2 points of BadBuilder
Sloppy Builder (BadBuilder 2)- +10% Construction costs, +2 Squalor, upgrade
after 4 points of BadBuilder
Abhors Construction (BadBuilder 3)- +15% Construction costs, +3 Squalor,
upgrade after 6 points of BadBuilder

BadBuilder has GoodBuilder as an antitrait, and a NoGoingBack level of 2.
On coming of age, a general gains 2 points of BadBuilder with 4% probability.
Fortunately, they seem to have forgotten to put in any more triggers for
this.
---
Generous (Generous 1)- -2% Tax Income, gained after 3 points of Generous
Openly Giving (Generous 2)- -2% Trade Income, -5% Tax Income, upgrade after 4
points of Generous
Overly Generous (Generous 3)- -5% Trade Income, -10% Tax income, upgrade
after 8 points of Generous

Generous has Miserly as an antitrait, and a NoGoingBack level of 2.
On coming of age, a general gains a point of Generous with 4% probability.  A
general whose dad has one or more levels of Generous gains a point with 10%
probability.  A general whose dad has one or more levels of Miserly gains a
point with 15% probability.  A general born to the Holy Roman Empire gains a
point with 5% probability.
Generous is self-perpetuating.  At the end of any turn, a general with one or
more levels of Generous gains a point with 4% probability.
---
Mean with Money (Miserly 1)- +2% Tax Income, +1 Squalor, gained after 1 point
of Miserly
Hoarder of Wealth (Miserly 2)- +2% Trade Income, +5% Tax Income, +2 Squalor,
upgrade after 2 points of Miserly
Miserly (Miserly 3)- +5% Trade Income, +10% Tax Income, +3 Squalor, epithet
"the Mean", upgrade after 4 points of Miserly

Miserly has Generous as an antitrait, and a NoGoingBack level of 2.
A general whose dad has one or more levels of Generous gains a point with 50%
probability.  A general whose dad has one or more levels of Miserly gains a
point with 25% probability.  A Scottish general gains a point with 4%
probability.
Miserly is self-perpetuating.  At the end of any turn, a general with one or
more levels of Miserly gains a point with 4% probability.
At the end of any turn, if the treasury is less than 0, a general gains a
point of Miserly with 4% probability.  At the end of a general's turn, if he
is under siege, he gains a point with 20% probability.
---
Spooked at Night (Noctophobia 1)- -1 Command when fighting at night, gained
after 2 points of Noctophobia
Fear of the Dark (Noctophobia 2)- -2 Command when fighting at night, +1
Personal Security, upgrade after 3 points of Noctophobia
Noctophobic (Noctophobia 3)- -3 Comamnd when fighting at night, +2 Personal
Security, upgrade after 5 points of Noctophobia

Noctophobia has Noctophilia as an antitrait.
If a general loses a night battle with a rating of clear or better; if he was
attacking and the odds were greater than or equal to .8, he gains a point of
Noctophobia with 50% probbaility; if he was defending and the odds were less
than 1.5, he gains a point with 50% probability.
---
Likes the Dark (Noctophilia 1)- +1 Command when fighting at night, gained
after 2 points of Noctophilia
Effective at Night (Noctophilia 2)- +2 Command when fighting at night,
upgrade after 3 points of Noctophilia
Nocturnal (Noctophilia 3)- +3 Command when fighting at night, upgrade after 5
points of Noctophilia

Noctophilia has Noctophobia as an antitrait.
If a general wins a night battle with a rating of clear or better, and the
battle odds were greater than or equal to .5 but less than 2, he gains a
point of Noctophilia.
---
Sexually Liberated (Perverted 1)- +1 Popularity, gained after 1 point of
Perverted
Sexually Eccentric (Perverted 2)- -1 Popularity, upgrade after 2 points of
Perverted
Sexually Debauched (Perverted 3)- -1 Piety, -2 Popularity, upgrade after 4
points of Perverted
Sexually Perverse (Perverted 4)- -2 Piety, -3 Popularity, upgrade after 7
points of Perverted
Sexually Corrupt (Perverted 5)- -3 Piety, -1 Authority, -4 Popularity,
upgrade after 10 points of Perverted
Diabolically Degenerate (Perverted 6)- -4 Piety, -2 Authority, -5 Popularity,
epithet "the Foul", upgrade after 12 points of Perverted

Perverted has Prim as an antitrait.
A general offered for adoption or marriage gains a point of Perverted with 3%
probability.  A general offered for marriage has an extra chance to gain a
point with 3% probability.  On coming of age, a general gains a point of
Perverted with 4% probability.  A general whose dad has two or more levels of
Perverted gains a point with 20% probability.
Perverted is self-perpetuating.  At the end of any turn, a general with one
or more levels of Perverted gains a point with 4% probability.
At the end of any turn, a general with 100% of his movement points in a
settlement with a pleasure palace gains a point of Perverted with 5%
probability.
---
Adopts Scouting (Scout 1)- +1 Line of Sight, gained after 2 points of Scout
Adept Scout (Scout 2)- +2 Line of Sight, upgrade after 4 points of Scout
Reconnaissance Expert (Scout 3)- +3 Line of Sight, upgrade after 6 points of
Scout

On coming of age, a Sicilian general gains two points of Scout with 4%
probability.  A mongol general gains 2 points with 20% probability.
At the end of any turn, a general with 100% of his movement points who is not
in a settlement gains a point of Scout with 5% probability.
---
Marks of War (BattleScarred 1)- +1 Authority, +2 Hit Points, gained after 1
point of BattleScarred
Scarred (BattleScarred 2)- +1 Authority, +4 Hit Points, upgrade after 2
points of BattleScarred
Terribly Scarred (BattleScarred 3)- +2 Authority, +6 Hit Points, upgrade
after 3 points of BattleScarred
Brutally Scarred (BattleScarred 4)- +2 Authority, +8 Hit Points, epithet "the
Scarred", upgrade after 4 points of BattleScarred

A general offered for adoption, lesser adoption or marriage gains a point of
BattleScarred with 17% probability.
If a family member loses more than 30% of his hit points in a battle, he
gains a point of BattleScarred with 30% probability.
---
Good with Infantry (GoodInfantryGeneral 1)- +1 Command when commanding
infantry, gained after 2 points of GoodInfantryGeneral
Skilled with Infantry (GoodInfantryGeneral 2)- +2 Comamnd when commanding
infantry, upgrade after 4 points of GoodInfantryGeneral
Infantry Master (GoodInfantryGeneral 3)- +3 Command when commanding infantry,
epithet "the Infantryman" upgrade after 6 points of GoodInfantryGeneral

GoodInfantryGeneral has BadInfantryGeneral as an antitrait.
On coming of age, a general gains a point of GoodInfantryGeneral with 3%
probability.  A Spanish general gains a point with 10% probability.  A
Portuguese general gains a point with 5% probability.  An Aztec general gains
two points with 25% probability.
If a general wins any battle with a success rating of crushing and more than
80% of his army is infantry, he gains a point of GoodInfantryGeneral.
---
Poor with Infantry (BadInfantryGeneral 1)- -1 Command when commanding
infantry, gained after 2 points of BadInfantryGeneral
Inept with Infantry (BadInfantryGeneral 2)- -2 Command when commanding
infantry, upgrade after 4 points of BadInfantryGeneral
Confused with Infantry (BadInfantryGeneral 3)- -3 Command when commanding
infantry, upgrade after 6 points of BadInfantryGeneral

BadInfantryGeneral has GoodInfantryGeneral as an antitrait.
On coming of age, a general gains a point of BadInfantryGeneral with 4%
probability.
If a general loses any battle with a success rating of crushing and more than
80% of his army is infantry, he gains a point of BadInfantryGeneral with 50%
probability.
---
Good with Cavalry (GoodCavalryGeneral 1)- +1 Command when commanding cavalry,
gained after 2 points of GoodCavalryGeneral
Dangerous with Cavalry (GoodCavalryGeneral 2)- +2 Command when commanding
cavalry, upgrade after 4 points of GoodCavalryGeneral
Great Cavalry Commander (GoodCavalryGeneral 3)- +3 Command when commanding
cavalry, epithet "the Horseman", upgrade after 6 points of GoodCavalryGeneral

GoodCavalryGeneral has BadCavalryGeneral as an antitrait.
On coming of age, a general gains a point of GoodCavalryGeneral with 3%
probability.  An Islamic or Hungarian general gains a point with 20%
probability.  A Mongolian or Timurid general gains a point with 50%
probability.
If a general wins any battle with a success rating of crushing and more than
50% of his army is cavalry, he gains a point of GoodCavalryGeneral.
---
Poor with Cavalry (BadCavalryGeneral 1)- -1 Command when commanding cavalry,
gained after 2 points of BadCavalryGeneral
Inept with Cavalry (BadCavalryGeneral 2)- -2 Command when commanding cavalry,
upgrade after 4 points of BadCavalryGeneral
Shameful with Cavalry (BadCavalryGeneral 3)- -3 Command when commanding
cavalry, upgrade after 6 points of BadCavalryGeneral

BadCavalryGeneral has GoodCavalryGeneral as an antitrait.
On coming of age, a general gains a point of BadCavalryGeneral with 4%
probability.
If a general loses any battle with a success rating of crushing and more than
50% of his army is cavalry, he gains a point of BadCavalryGeneral with 50%
probability.
---
Good with Artillery (GoodArtilleryCommander 1)- +1 Command when commanding
artillery, gained after 1 point of GoodArtilleryCommander
Adept with Artillery (GoodArtilleryCommander 2)- +2 Command when commanding
artillery, upgrade after 2 points of GoodArtilleryCommander
Expert with Artillery (GoodArtilleryCommander 3)- +3 Command when commanding
artillery, upgrade after 3 points of GoodArtilleryCommander
Masterful with Artillery (GoodArtilleryCommander 4)- +4 Command when
commanding artillery, upgrade after 4 points of GoodArtilleryCommander

GoodArtilleryCommander has BadArtilleryCommander as an antitrait.  But they
seem to have forgotten to put in triggers for this.
---
Poor with Artillery (BadArtilleryCommander 1)- -1 Command when commanding
artillery, gained after 1 point of BadArtilleryCommander
Awful with Artillery (BadArtilleryCommander 2)- -2 Command when commanding
artillery, upgrade after 2 points of BadArtilleryCommander
Diabolical with Artillery (BadArtilleryCommander 3)- -3 Command when
commanding artillery, upgrade after 3 points of BadArtilleryCommander

BadArtilleryCommander has GoodArtilleryCommander as an antitrait.  But they
seem to have forgotten to put in triggers for this.
---
Good with Guns (GoodGunpowderCommander 1)- +1 Command when commanding guns,
gained after 1 point of GoodGunpowderCommander
Adept with Guns (GoodGunpowderCommander 2)- +2 Command when commanding guns,
upgrade after 2 points of GoodGunpowderCommander
Expert with Guns (GoodGunpowderCommander 3)- +3 Command when commanding guns,
upgrade after 3 points of GoodGunpowderCommander
Masterful with Guns (GoodGunpowderCommander 4)- +4 Command when commanding
guns, upgrade after 4 points of GoodGunpowderCommander

GoodGunpowderCommander has BadArtilleryCommander as an antitrait.  But they
seem to have forgotten to put in triggers for this.
---
Poor with Guns (BadGunpowderCommander 1)- -1 Command when commanding guns,
gained after 1 point of BadGunpowderCommander
Awful with Guns (BadGunpowderCommander 2)- -2 Command when commanding guns,
upgrade after 2 points of BadGunpowderCommander
Useless with Guns (BadGunpowderCommander 3)- -3 Command when commanding guns,
upgrade after 3 points of BadGunpowderCommander

BadGunpowderCommander has GoodArtilleryCommander as an antitrait.  But they
seem to have forgotten to put in triggers for this.
---
A Bit Odd (Inbred 1)- -1 Fertility, gained after 1 point of Inbred
Of Dubious Lineage (Inbred 2)- -2 Fertility, upgrade after 2 points of Inbred
Inbred (Inbred 3)- -1 Command, -2% Tax Income, -3 Fertility, upgrade after 3
points of Inbred
Woefully Inbred (Inbred 4)- -1 Command, -1 Authority, -5% Tax Income, -4
Fertility, upgrade after 4 points of Inbred
Spawn of Incest (Inbred 5)- -2 Command, -2 Authority, -10% Tax Income, -5
Fertility, upgrade after 5 points of Inbred
Betrothed to Mother (Inbred 6)- -3 Command, -3 Authority, -15% Tax Income,
epithet "the Idiot", upgrade after 6 points of Inbred

Inbred has a NoGoingBack level of 1.
On coming of age, a character gains a point of Inbred with 1% probability.  A
character whose father has one or more levels of Inbred gains a point with
50% and then with 25% probability.  A character whose father has two or more
levels of Inbred gains a point with 50% and then with 25% probability.  A
character whose father has three or more levels of Inbred, and then four or
more levels, and then five or more levels of Inbred, same deal.  This trait
is awful.  Do not let inbred people marry.
---
Handsome (Handsome 1)- +1 Popularity, gained after 1 point of Handsome
Physically Attractive (Handsome 2)- +2 Popularity, upgrade after 2 points of
Handsome
Striking to Behold (Handsome 3)- +1 Authority, +3 Popularity, upgrade after 3
points of Handsome
Physically Flawless (Handsome 4)- -1 Command, +1 Authority, +4 Popularity,
epithet "the Handsome", upgrade after 4 points of Handsome

Handsome has Ugly as an antitrait and a NoGoingBack level of 1.
A general offered for adoption gains a point of Handsome with 10%
probability.  On coming of age, a general has a 4% chance to gain a point of
handsome.  A general whose father has one or more levels of Handsome gains a
point with 50% and then 25% probability.  A general whose father has two or
more levels of Handsome gains a point with 50% and then with 25% probability.
A general whose father has three or more levels of Handsome gains a point
with 50% and then with 25% probability.  If, on coming of age, a general has
one or more levels of Handsome, they gain a point of Handsome with 50%
probability.  If they have two or more levels of Handsome, they gain a point
with 50% probability.  If they have three or more levels of Handsome, they
gain a point with 50% probability.  This trait rocks, and is easy to pass
along.  Get your handsome folks married, and they produce better princesses
too.
---
Plain (Ugly 1)- -1 Popularity, gained after 1 point of Ugly
A Bit Rough (Ugly 2)- +1 Command, -2 Popularity, upgrade after 2 points of
Ugly
Ugly (Ugly 3)- +1 Command, -3 Popularity, -1 Fertility, upgrade after 3
points of Ugly
Repulsive to Behold (Ugly 4)- +1 Command, -4 Popularity, -2 Fertility,
upgrade after 4 points of Ugly
Cruelly Deformed (Ugly 5)- -5 Popularity, -3 Fertility, epithet "the Ugly",
upgrade after 5 points of Ugly

Ugly has Handsome as an antitrait and a NoGoingBack level of 1.
A general offered for adoption gains a point of Ugly with 10% probability.  A
general offered for marriage gains a point with 5% probability.  On coming of
age, a general gains a point of Ugly with 4% probability.  A general whose
father has one or more levels of Ugly gains a point with 50% and then 25%
probability.  A general whose father has two or more levels of Ugly gains a
point with 50% and then with 25% probability.  A general whose father has
three or more levels of Ugly gains a point with 50% and then with 25%
probability.  A general born to England gains a point with 4% probability.
If, on coming of age, a general has one or more levels of Ugly, they gain a
point of Ugly with 50% probability.  If they have two or more levels of Ugly,
they gain a point with 50% probability.  If they have three or more levels of
Ugly, they gain a point with 50% probability.  If they have four or more
levels of Ugly, they gain a point with 50% probability.  Don't let ugly
people breed.
---
Virile (Fertile 1)- +1 Fertility, gained after 1 point of Fertile
Fertile (Fertile 2)- +2 Fertility, upgrade after 2 points of Fertile
Prolific (Fertile 3)- +3 Fertility, upgrade after 4 points of Fertile

Fertile has Inbred and Infertile as antitraits and a NoGoingBack level of 2.
On coming of age, a general gains a point of Fertile with 4% probability.  If
he gains this point, he gains another point with 50% probability.  If he
gains this point, he gains another point with 50% probability.
Note that this means it is impossible to naturally attain level 3 of Fertile.
Probably their error.
---
Effete (Infertile 1)- -1 Fertility, gained after 1 point of Infertile
Infertile (Infertile 2)- -2 Fertility, upgrade after 2 points of Infertile
Lame of Loin (Infertile 3)- -3 Fertility, upgrade after 3 points of Infertile

Infertile has Fertile as an antitrait and a NoGoingBack level of 2.
On coming of age, a general gains a point of Infertile with 4% probability.
A general whose father has one or more levels of Infertile gains a point with
75% probability.  A general whose father has two or more levels gains a point
with 50% probability.  Then, if the general has one or more levels of
Infertile, he gains a point with 50% probability.  Then, if he has two or
more levels of Infertile, he gains a point with 50% probability.
---
Good with Taxes (GoodTaxman 1)- +10% Tax Income, gained after 1 point of
GoodTaxman
Thorough Taxman (GoodTaxman 2)- +20% Tax Income, +1 Unrest, upgrade after 2
points of GoodTaxman
Cruelly Exacting Taxman (GoodTaxman 3)- +30% Tax Income, +2 Unrest, upgrade
after 3 points of GoodTaxman

GoodTaxman has BadTaxman as an antitrait.
On coming of age, a general gains a point of GoodTaxman with 4% probability.
When a governor completes a building, if the tax level is greater than high
and the loyalty level is disillusioned, he gains a point of GoodTaxman with
75% probability.
---
Poor with Taxes (BadTaxman 1)- -10% Tax Income, gained after 1 point of
BadTaxman
Sloppy Taxman (BadTaxman 2)- -20% Tax Income, upgrade after 2 points of
BadTaxman
Tax Farmer (BadTaxman 3)- -30% Tax Income, upgrade after 3 points of
BadTaxman

BadTaxman has GoodTaxman as an antitrait.
on coming of age, a general gains a point of BadTaxman with 4% probability.
When a governor completes a building, if the tax level is less than high, the
loyalty is better than disillusioned, and the settlement has a wooden wall or
better (i.e. it is a city, not a castle), he gains a point of BadTaxman with
15% probability.
---
Divorced (Divorced 1)- hidden trait; gained after 1 point of Divorce

There is no trigger in the game documentation to add points to Divorced, nor
explanation of its effects.

Divorced has Cuckold as an antitrait.
---
Bold Attacker (GoodRiskyAttacker 1)- +1 Troop Morale, +1 Command when
attacking, gained after 2 points of GoodRiskyAttacker
Risky Attacker (GoodRiskyAttacker 2)- +1 Troop Morale, +2 Command when
attacking, upgrade after 4 points of GoodRiskyAttacker
Suicidal Attacker (GoodRiskyAttacker 3)- -1 Troop Morale, +3 Command when
attacking, epithet "the Lucky", upgrade after 6 points of GoodRiskyAttacker

GoodRiskyAttacker has BadRiskyAttacker as an antitrait.
On coming of age, a general gains a point of GoodRiskyAttacker with 3%
probability.
If a general wins a normal battle in which he was the attacker with a success
rating of clear or better, and the odds were greater than .16 but less than
5, he gains a point of GoodRiskyAttacker.  If a general wins a normal battle
in which he was the attacker with a success rating of crushing, and the odds
were less than or equal to .16, he gains 2 points of GoodRiskyAttacker.
---
Poor Risk Taker (BadRiskyAttacker 1)- -1 Command when attacking, gained after
2 points of BadRiskyAttacker
Picks Fights Poorly (BadRiskyAttacker 2)- -1 Troop Morale, -2 Command when
attacking, upgrade after 4 points of BadRiskyAttacker
Utterly Foolhardy (BadRiskyAttacker 3)- -1 Troop Morale, -3 Command when
attacking, upgrade after 8 points of BadRiskyAttacker

BadRiskyAttacker has GoodRiskyAttacker as an antitrait.
On coming of age, a general gains a point of BadRiskyAttacker with 4%
probability.
If a general loses a normal battle in which he was the attacker with a </pre><pre id="faqspan-3">
success rating of clear or better, and the odds were greater than .16 but
less than .5, he gains a point of BadRiskyAttacker.  If a general loses a
normal battle in which he was the attacker with a success rating of crushing,
and the odds were less than or equal to .16, he gains a point of
BadRiskyAttacker with 50% probability.
---
Calm When Outnumbered (GoodRiskyDefender 1)- +1 Command when defending,
gained after 2 points of GoodRiskyDefender
Determined in Defence (GoodRiskyDefender 2)- +1 Troop Morale, +2 Command when
defending, upgrade after 2 points of GoodRiskyDefender
Fears no Odds (GoodRiskyDefender 3)- +1 Troop Morale, +3 Command when
defending, epithet "the Steadfast", upgrade after 6 points of
GoodRiskyDefender

GoodRiskyDefender has BadRiskyDefender as an antitrait.
on coming of age, a general gains a point of GoodRiskyDefender with 3%
probability.
If a general wins a normal battle in which he was the defender with a success
rating of clear or better, and the odds were greater than .16 but less than
5, he gains a point of GoodRiskyDefender.  If a general wins a normal battle
in which he was the defender with a success rating of crushing, and the odds
were less than or equal to .16, he gains 2 points in GoodRiskyDefender.
---
Poor Against Numbers (BadRiskyDefender 1)- -1 Command when defending, gained
after 3 points of BadRiskyDefender
Beaten by Odds (BadRiskyDefender 2)- -2 Command when defending, upgrade after
6 points of BadRiskyDefender
Doomed Defender (BadRiskyDefender 3)- -3 Command when defending, upgrade
after 12 points of BadRiskyDefender

BadRiskyDefender has GoodRiskyDefender as an antitrait.
On coming of age, a general gains a point of BadRiskyDefender with 4%
probability.
If a general loses a normal battle in which he was the defender with a
success rating of clear or better, and the odds were greater than .16 but
less than .5, he gains a point of BadRiskyDefender.  If a general loses a
normal battle in which he was the defender with a success rating of crushing,
and the odds were less than or equal to .16, he gains a point of
BadRiskyDefender with 50% probability.
---
Silly Beliefs (Superstitious 1)- -1 Piety, gained after 1 point of
Superstitious
Superstitious (Superstitious 2)- -1 Piety, -1 Troop Morale, upgrade after 2
points of Superstitious
Slave to Superstition (Superstitious 3)- -2 Piety, -1 Authority, -2 Troop
Morale, upgrade after 3 points of Superstitious

Superstitious has Pragmatic as an antitrait and a NoGoingBack level of 3.
On coming of age, a general gains a point of Superstitious with 3%
probability.  If his father has one or more levels of Superstitious, he gains
a point with 20% probability.
If a character is hurt by a disaster, the game takes a random percent.  If
that is greater than 96, he gains a point of Superstitious with 15%
probability.
Superstitious is self-perpetuating.  At the end of any turn, a general with
one or more levels of Superstitious gains a point with 4% probability.
---
Mostly Rational (Pragmatic 1)- +1 Authority, gained after 1 point of
Pragmatic
No Nonsense (Pragmatic 2)- +2 Authority, +1 Troop Morale, upgrade after 2
points of Pragmatic
Utterly Pragmatic (Pragmatic 3)- +3 Authority, +2 Troop Morale, upgrade after
3 points of Pragmatic

Pragmatic has Superstitious as an antitrait and a NoGoingBack level of 3.
On coming of age, if a general's father has one or more levels of Pragmatic,
he gains a point with 20% probability.
At the end of any turn, a general who ends his turn in enemy lands gains a
point of Pragmatic with 2% probability.
---
Extravagant (ExpensiveTastes 1)- +5% Construction Costs, -10% Tax Income,
gained after 1 point of ExpensiveTastes
Royally Extravagant (ExpensiveTastes 2)- +10% Construction Costs, -20% Tax
Income, -1 Squalor, upgrade after 3 points of ExpensiveTastes
Wildly Extravagant (ExpensiveTastes 3)- +15% Construction Costs, -30% Tax
Income, -2 Squalor, upgrade after 6 points of ExpensiveTastes

ExpensiveTastes has Cheapskate and Austere as antitraits and a NoGoingBack
level of 2.
On coming of age, a general gains a point of ExpensiveTastes with 4%
probability.  If his father has one or more levels of Cheapskate, he gains a
point with 10% probability.  If his father has one or more levels of
ExpensiveTastes, he gains a point with 25% probability.
When a general has a brother adopted, he gains a point of ExpensiveTastes
with 5% probability.
ExpensiveTastes is self-perpetuating.  At the end of any turn, a general with
one or more levels of ExpensiveTastes gains a point with 4% probability.
If a general ends his turn with 100% movement points in a settlement with a
coaching house, he gains a point with 3% probability.  If the settlement has
a theatre or better, with 5% probability.  Public baths or better, 3%
probability.  Pleasure palace, 5% probability.  Merchant's quarter or better,
5% probability.  Artist's studio or better, 5% probability.
If a general ends his turn in a settlement with the treasury greater than
50000, he gains a point of ExpensiveTastes with 3% probability.  If the
treasury is greater than 100000, with 3% probability.  If greater than
150000, with 7% probability.
---
Cheap (Cheapskate 1)- -5% Construction Costs, +5% Tax Income, +1 Squalor,
gained after 1 point of Cheapskate
Tight (Cheapskate 2)- -10% Construction Costs, +10% Tax Income, +2 Squalor,
upgrade after 3 points of Cheapskate
Total Cheapskate (Cheapskate 3)- -15% Construction Costs, +15% Tax Income, +3
Squalor, upgrade after 5 points of Cheapskate

Cheapskate has ExpensiveTastes and Aesthetic as antitraits, and a NoGoingBack
level of 3.
On coming of age, a general gains a point of Cheapskate with 2% probability.
If his father has one or more levels of Cheapskate, he gains a point of
Cheapskate with 20% probability.  If his father has one or more levels of
ExpensiveTastes, he gains a point of Cheapskate with 10% probability.
Cheapskate is self-perpetuating.  At the end of any turn, a general with one
or more levels of Cheapskate gains a point with 4% probability.
At the end of any turn, if the treasury is less than 0, a general gains a
point of Cheapskate with 4% probability.
---
Feeling Poorly (Hypochondriac 1)- -1 Command when attacking, -2 Hit Points,
gained after 1 point of Hypochondriac
Delusions of Illness (Hypochondriac 2)- -1 Troop Morale, -1 Command when
attacking, -4 Hit Points, upgrade after 2 points of Hypochondriac
Hypochondriac (Hypochondriac 3)- -2 Troop morale, -2 Command when attacking,
-6 Hit Points, upgrade after 3 points of Hypochondriac

Hypochondriac has HaleAndHearty and Sane as antitraits, and a NoGoingBack
level of 3.
On coming of age, a general gains a point of Hypochondriac with 3%
probability.
Hypochondriac is self-perpetuating.  At the end of any turn, a character with
one or more levels of Hypochondriac gains a point with 4% probability.
---
Healthy (HaleAndHearty 1)- +2 Hit Points, gained after 1 point of
HaleAndHearty
In Good Health (HaleAndHearty 2)- +4 Hit Points, upgrade after 2 points of
HaleAndHearty
Bastion of Health (HaleAndHearty 3)- +1 Fertility, +6 Hit Points, upgrade
after 3 points of HaleAndHearty

HaleAndHearty has Hypochondriac as an antitrait, and a NoGoingBack level of
3.
On coming of age, a general gains a point of HaleAndHearty with 4%
probability.  A Scottish, Sicilian, Hungarian, Byzantine, or Danish general
gains a point with 4% probability.  If the faction owns a public baths, he
gains a point with 5% probability.  If the faction owns an aqueduct, he gains
a point with 10% probability.
At the end of any turn, a general who ends his turn with 100% movement points
in a settlement with a bimaristan or better, or public baths or better, gains
a point of HaleAndHearty with 3% probability.  A general who ends his turn
with 100% movement points but not in a settlement gains a point with 2%
probability.
---
Servant of Heaven (TouchedByTheGods 1)- +2 Piety, gained after 1 point of
TouchedByTheGods
Dramatic Visions (TouchedByTheGods 2)- +3 Piety, upgrade after 2 points of
TouchedByTheGods
Vision of Prophecy (TouchedByTheGods 3)- +4 Piety, upgrade after 3 points of
TouchedByTheGods

TouchedByTheGods has Sane and PublicAtheism as antitraits, and a NoGoingBack
level of 2.
On coming of age, a general gains a point of TouchedByTheGods with 4%
probability.
TouchedByTheGods is self-perpetuating.  At the end of any turn, a general
with one or more levels gains a point with 4% probability.
---
Sane (Sane 1)- hidden trait; gained after 1 point of Sane

Sane has TouchedByTheGods, Insane, and Deranged as antitraits.
When a general marries or becomes a father, he gains a point of Sane with 10%
probability.
When a governor completes a building, if the settlement has a loyalty of
disillusioned and a tax rate greater than high, he gains a point of Sane with
2% probability.  When a governor completes an alchemist's lab or better or
library or better, and has less than two levels of Intelligent, he gains a
point of Sane with 50% probability.
At the end of any turn, a general who ends his turn with 100% movement points
in a settlement with a bimaristan or better gains a point of Sane with 5%
probability.
---
Dysfunctional (Insane 1)- -1 Authority, -1 Troop Morale, gained after 1 point
of Insane
Quite Mad (Insane 2)- -2 Authority, -2 Troop Morale, upgrade after 3 points
of Insane
Utterly Insane (Insane 3)- -4 Authority, -3 Troop Morale, epithet "the Mad",
upgrade after 4 points of Insane

Insane has Sane as an antitrait and a NoGoingBack level of 2.
On coming of age, a general gains a point of Insane with 4% probability.  If
a general's father has more than one level of arse, he gains a point of
Insane with 5% probability.
If a general with three or more levels of Paranoia suffers an assassination
attempt, he gains a point of Insane with 30% probability.
Insane is self-perpetuating.  At the end of any turn, a general with one or
more levels of Insane gains a point with 4% probability.
---
Skewed View (Deranged 1)- -1 Command, -1 Authority, -2% Trade Income, gained
after 1 point of Deranged
Deranged (Deranged 2)- -2 Command, -2 Authority, -1 Troop Morale, -5% Trade
Income, -2% Tax Income, upgrade after 2 points of Deranged
Dangerously Mad (Deranged 3)- -3 Command, -3 Authority, -2 Troop Morale, -10%
Trade Income, -5% Tax Income, epithet "the Mad", upgrade after 4 points of
Deranged

Deranged has Sane as an antitrait and a NoGoingBack level of 2.
On coming of age, a general gains a point of Deranged with 4% probability.
When a general with three or more levels of Paranoia suffers an assassination
attempt, he gains a point of Deranged with 10% probability.
Deranged is self-perpetuating.  At the end of any turn, a general with one or
more levels of Deranged gains a point with 4% probability.
---
Fine with Blood (Bloodthirsty 1)- +1 Dread, +1 Command, +1 Troop Morale,
gained after 1 point of Bloodthirsty
Sanguinary (Bloodthirsty 2)- +2 Dread, +1 Command, -1 Troop Morale, upgrade
after 2 points of Bloodthirsty
Bloodthirsty (Bloodthirsty 3)- +3 Dread, -1 Command, -3 Troop Morale, upgrade
after 3 points of Bloodthirsty

Bloodthirsty has Sane and Haemophobic as antitraits, and a NoGoingBack level
of 2.
On coming of age, a general gains a point of Bloodthirsty with 4%
probability.  A general whose father has one or more levels of Haemophobic
gains a point of Bloodthirsty with 20% probability.
If a family member with no levels in BattleChivalry gets more than 8 kills in
a battle, he gains a point of Bloodthirsty with 10% probability.
When a general exterminates the population, he gains a point of Bloodthirsty
with 10% probability.
---
Un-Manly (Haemophobic 1)- -1 Authority, -1 Troop Morale, gained after 1 point
of Haemophobic
Disgusted by Blood (Haemophobic 2)- -2 Authority, -2 Troop Morale, upgrade
after 2 points of Haemophobic
Fears Blood (Haemophobic 3)- -3 Authority, -3 Troop Morale, upgrade after 3
points of Haemophobic

Haemophobic has Bloodthirsty and Brave as antitraits, and a NoGoingBack level
of 2.
On coming of age, a general gains a point of Haemophobic with 4% probability.
When a family member fights a battle in which they withdraw without
personally having killed any enemies, and the total number of enemies killed
is 0%, they gain a point a Haemophobic with 5% probability.  When a family
member routs in battle, they gain a point with 5% probability.
---
Easily Riled (Anger 1)- +1 Authority, gained after 1 point of Anger
Seethes with Anger (Anger 2)- +1 Dread, +1 Command, -1 Troop Morale, upgrade
after 2 points of Anger
Driven by Rage (Anger 3)- +2 Dread, +2 Command, -2 Troop Morale, epithet "the
Wrathful", upgrade after 3 points of Anger

On coming of age, a general gains a point of Anger with 4% probability.  A
Hungarian general gains a point with 10% probability.  A Spanish general
gains a point with 4% probability.
When a general has a brother adopted, he gains a point of Anger with 5%
probability.
Anger is self-perpetuating.  At the end of any turn, a general with one or
more levels of Anger gains a point with 4% probability.
---
Crude (Lewd 1)- -1 Authority, -20% Cost to Bribe, gained after 1 point of
Lewd
Lewd (Lewd 2)- -2 Authority, -30% Cost to Bribe, upgrade after 2 points of
Lewd
Shamelessly Lewd (Lewd 3)- -3 Authority, -50% Cost to Bribe, epithet "the
Lewd", upgrade after 3 points of Lewd

Lewd has Prim as an antitrait and a NoGoingBack level of 3.
On coming of age, a general gains a point of Lewd with 2% probability.  A
general whose father has one or more levels of Prim gains a point with 10%
probability.
Lewd is self-perpetuating.  At the end of any turn, a general who has one or
more levels of Lewd gains a point with 4% probability.
---
Proper Morals (Prim 1)- +1 Authority, +20% Cost to Bribe, +1 Unrest, +1 Law,
gained after 1 point of Prim
Prim (Prim 2)- +2 Authority, +30% Cost to Bribe, +2 Unrest, +2 Law, upgrade
after 3 points of Prim
Holier than Thou (Prim 3)- -1 Command, +2 Authority, +40% Cost to Bribe, -1
Squalor, +3 Unrest, +3 Law, upgrade after 5 points of Prim

Prim has Lewd, Feck, Perverted, Girls, and Arse as antitraits, and a
NoGoingBack level of 2.  Get this.  Please.
On coming of age, a general gains a point of Prim with 4% probability.  A
general whose father has one or more levels of Arse gains a point with 20%
probability.  A general whose father has one or more levels of Cuckold gains
a point with 20% probability.  A general whose father has one or more levels
of Girls gains a point with 10% probability.  A general whose father has one
or more levels of Prim gains a point with 20% probability.
When a character marries or becomes a father, he gains a point of Prim with
5% probability.  If he has one or more levels of Girls, he gains a point of
Prim with 40% probability.  If he has two or more levels, he gains 3 points
with 60% probability.  If he has three or more levels, he gains 6 points with
40% probability.  If he has four or more levels, he gains 12 points with 20%
probability.
Prim is self-perpetuating.  At the end of any turn, a general with one or
more levels of Prim gains a point with 4% probability.
At the end of any turn, a general with 100% of his movement points who is in
a settlement with a church or better, or masjid or better, gains a point of
Prim with 4% probability.
---
Hesitant Attacker (IndecisiveAttacker 1)- -1 Command when attacking, gained
after 6 points of IndecisiveAttacker
Over-Cautious Attacker (IndecisiveAttacker 2)- -2 Command when attacking,
upgrade after 12 points of IndecisiveAttacker
Indecisive Attacker (IndecisiveAttacker 3)- -3 Command when attacking,
epithet "the Unsure", upgrade after 24 points of IndecisiveAttacker

IndecisiveAttacker has GoodCommander and GoodAttacker as antitraits.
On coming of age, a general gains a point of IndecisiveAttacker with 3%
probability, then 4% probability.
If a general withdraws before commencing a battle, and the battle odds were
greater than .8 but less than 1.5, he gains a point of IndecisiveAttacker.
If the odds were greater than 3, he gains 3 points with 50% probability.  If
an army withdraws from a battle in which they were the attacker, all family
members gain a point of IndecisiveAttacker.
---
Smart (Intelligent 1)- +1 Command, +2% Trade Income, +2% Tax Income, gained
after 1 point of Smart
Intelligent (Intelligent 2)- +2 Command, +5% Trade Income, +5% Tax Income,
upgrade after 2 points of Smart
Genius (Intelligent 3)- +3 Command, +10% Trade Income, +10% Tax Income,
upgrade after 4 points of Smart

A general offered for adoption, lesser adoption or marriage gains a point of
Intelligent with 8% probability.  On coming of age, a general gains a point
of Intelligent with 4% probability.  If the faction has an alchemist's lab,
they gain a point with 2% probability.  If it has an alchemy school, with 5%
probability.  If it has a university, with 10% probability.  Library, 5%.
Academy, 10%.
When a governor completes an alchemist's lab or better, or library or better,
and has less than two levels of Intelligent, he gains a point with 33%
probability.  When a governor completes a university, he gains a point with
33% probability.
At the end of any turn, a general with 100% movement points in a settlement
with an alchemist's lab or better gains a point of Intelligent with 10%
probability.
---
Looter (Despoiler 1)- +10% Gains from Looting, gained after 3 points of
Despoiler
Pillager (Despoiler 2)- +20% Gains from Looting, upgrade after 6 points of
Despoiler
Sacker of Cities (Despoiler 3)- +30% Gains from Looting, upgrade after 9
points of Despoiler

A faction leader who orders a sabotage mission gains a point of Despoiler.
A governor who destroys a building while the treasury is greater than 10000
gains a point of Despoiler with 10% probability.
A general who sacks a settlement gains a point of Despoiler with 20%
probability.  A general who devastates a tile gains a point with 4%
probability.
---
Brutal Conqueror (Genocide 1)- +1 Dread, +10% Gains from Looting, gained
after 3 points of Genocide
Exterminator (Genocide 2)- +2 Dread, 20% Gains from Looting, upgrade after 6
points of Genocide
Butcher (Genocide 3)- +3 Dread, +30% Gains from Looting, epithet "the
Butcher", upgrade after 9 points of Genocide

A general who exterminates the population of a conquered city gains a point
of Genocide.
---
Talent for Command (NaturalMilitarySkill 1)- +1 Command, gained after 1 point
of NaturalMilitarySkill
Natural Commander (NaturalMilitarySkill 2)- +2 Command, upgrade after 2
points of NaturalMilitarySkill
Born to Command (NaturalMilitarySkill 3)- +3 Command, upgrade after 3 points
of NaturalMilitarySkill
Born Conqueror (NaturalMilitarySkill 4)- +4 Command, upgrade after 4 points
of NaturalMilitarySkill

A general offered for adoption, lesser adoption or marriage gains a point of
NaturalMilitarySkill with 8% probability.  On coming of age, a character
gains a point of NaturalMilitarySkill with 75% probability.  If a character's
father has one or more levels of NaturalMilitarySkill, he gains a point with
30% probability.  Then, if he has one or more levels of NaturalMilitarySkill,
he gains a point with 50% probability.  If he has two or more levels, another
point with 50% probability.  If he has three or more, a point with 50%
probability.
---
Faction Leader (Factionleader 1)- +1 Command, +2 Authority, +3 Personal
Security, gained after 1 point of FactionLeader

Factionleader has Factionheir as an antitrait.
A faction leader gains a point of Factionleader when they become faction
leader.  Duh.
---
Heir Apparent (Factionheir 1)- +1 Command, +1 Authority, +2 Personal
Security, gained after 1 point of Factionheir

Factionheir has Exheir as an antitrait.
A general gains a point of Factionheir when... well, you know.
---
Former Successor (Exheir 1)- -3 Loyalty, gained after 1 point of Exheir

Exheir has Factionheir as an antitrait.
A general gains two points of Exheir (one to cancel faction heir, one to give
them exheir 1) when they lose their inheritance right.
They also gain a point of Exheir when they become faction leader, to lose the
faction heir attribute then.
---
Night Fighter (NightBattleCapable 1)- +1 Command when fighting at night,
gained after 1 point of NightBattleCapable

NightBattleCapable has Noctophobia as an antitrait.
A general offered for adoption, lesser adoption, marriage, or on coming of
age gains a point of NightBattleCapable with 10% probability.
At the start of any turn, a general who has five or more command stars and no
levels of NightBattleCapable gains six points of it.
Any general who has one or more command stars and no levels of
NightBattleCapable who wins a night battle gains six points of
NightBattleCapable.
---
Loyalty Starting Value (LoyaltyStarter 1)- +5 Loyalty, hidden trait; gained
after 1 point of LoyaltyStarter

All generals gain a point of LoyaltyStarter on creation.
---
Conforming (ForcedReligious 1)- +1 Piety, gained after 1 point of
ForcedReligious
Reverant (ForcedReligious 2)- +2 Piety, upgrade after 3 points of
ForcedReligious
Godfearing (ForcedReligious 3)- +3 Piety, -1 Troop Morale, epithet "the
Godfearer", upgrade after 5 points of ForcedReligious

When a character is damaged by a disaster, the game takes a random percentage
die.  If it is greater than 96, the general gains a point of ForcedReligious
with 10% probability.  When a character suffers a denouncement attempt, he
gains a point of ForcedReligious.
---
Crusader (CrusaderHistory 1)- +1 Chivalry, +1 Piety, +1 Command when fighting
Islamic factions, gained after 3 points of CrusaderHistory
Great Crusader (CrusaderHistory 2)- +2 Chivalry, +2 Piety, +2 Command when
fighting Islamic factions, upgrade after 6 points of CrusaderHistory
Grand Crusader (CrusaderHistory 3)- +3 Chivalry, +3 Piety, +3 Command when
fighting Islamic factions, epithet "the Crusader", upgrade after 9 points of
CrusaderHistory

A general who joins a crusade who has less than one level of CrusaderHistory
gains 2 points.  A general on crusade who arrives in the target region gains
2 points.  A general who assaults the crusade target gains 2 points.  A
general who takes the crusade target gains 3 points.  A general who abandons
a crusade loses 3 points.  A general who withdraws before a battle on the
crusade target loses 2 points.
---
Holy Soldier (JihadHistory 1)- +1 Chivalry, +1 Piety, +1 Command when
fighting Catholic factions, gained after 3 points of JihadHistory
Holy Defender (JihadHistory 2)- +2 Chivalry, +2 Piety, +2 Command when
fighting Catholic factions, upgrade after 6 points of JihadHistory
Holy Warrior (JihadHistory 3)- +3 Chivalry, +3 Piety, +3 Command when
fighting Catholic factions, epithet "the Holy Warrior", upgrade after 9
points of JihadHistory

A general who joins a jihad who has less than one level of JihadHistory gains
2 points.  A general on jihad who arrives in the target region gains 2
points.  A general who assaults the jihad target gains 2 points.  A general
who takes the jihad target gains 3 points.  A general who abandons a jihad
loses 3 points.  A general who withdraws before a battle on the jihad target
loses 2 points.
---
Respected by Pope (AdoredByPope 1)- +1 Piety, +1 Command when fighting
Islamic factions, gained after 1 point of AdoredByPope
Adored by Pope (AdoredByPope 2)- +2 Piety, +2 Command when fighting Islamic
factions, upgrade after 2 points of AdoredByPope
Exhalted by Pope (AdoredByPope 3)- +3 piety, +3 Command when fighting Islamic
factions, epithet "the Adored", upgrade after 3 points of AdoredByPope

They misspelled "Exalted", not me.

A faction leader gains a point of AdoredByPope when he returns the papal
settlement specified on a mission (Rome).  He also gains a point with 5%
probability, another with 5% probability, and another with 5% probability if
he completes a papal mission with a "major reward, minimum penalty"- i.e. a
reward of 2000 florins and a penalty of a small papal standing penalty.
---
Pope's Enforcer (PopesEnforcer 1)- +1 Dread, +1 Command when fighting Islamic
factions, gained after 1 point of PopesEnforcer
Pope's Executioner (PopesEnforcer 2)- +2 Dread, +2 Command when fighting
Islamic factions, epithet "the Executioner", upgrade after 3 points of
PopesEnforcer

A faction leader gains a point of PopesEnforcer when he, on a mission from
the pope, assassinates a cardinal.
---
Winning First (BattleDread 1)- +1 Dread, gained after 1 point of BattleDread
Cruel and Cunning (BattleDread 2)- +2 Dread, upgrade after 3 points of
BattleDread
Merciless Mauler (BattleDread 3)- +3 Dread, upgrade after 6 points of
BattleDread
Field Tyrant (BattleDread 4)- +4 Dread, +1 Authority, epithet "the Mauler",
upgrade after 10 points of BattleDread
Warlord of Terror (BattleDread 5)- +5 Dread, +2 Authority, epithet "the Lord
of Terror", upgrade after 15 points of BattleDread

Here comes complicated triggers.  The way BattleChivalry and BattleDread work
is that they are not antitraits, but instead, are handled by having each
trigger for one check to make sure there are no points of the other.  This
means that sometimes the game favors one or the other, depending on which
conditions it checks first.

A general offered for adoption or lesser adoption gains a point of
BattleDread with 50% probability if he does not have any levels of
BattleChivalry.  Note that this is called after the trigger to gain
BattleChivalry on adoption, so it is more likely that he gets BattleChivalry
than BattleDread on adoption.  If he gains this point, he gains 2 more points
with 33% probability.
If a general with no levels of BattleChivalry kills eight or more enemies in
a battle, he gains a point of BattleDread with 50% probability.  If a general
loses a battle in which the general did not kill any of the enemy, and the
total number of enemy killed is less than 10%, he loses a point of
BattleDread.  If a general routs in battle and kills less than 8 enemies, and
the total number of enemy killed is less than 33%, he loses 2 points of
BattleDread.  If a general routs in a battle with odds greater than .75,
kills less than 8 enemies, and his army kills less than or equal to 66% but
greater than or equal to 33% of the enemy, he loses a point of BattleDread.
If a general with no levels of BattleChivalry attacks an enemy and kills more
than 50% of them in a battle with odds greater than 1.5 he gains a point of
BattleDread.  If a general with no levels in BattleChivalry wins a normal
battle in which he hit at least one enemy, the battle success was crushing or
greater, the odds less than .95, and he killed more than 70% of the enemy, he
gains 2 points of BattleDread.  If a general with no levels in BattleChivalry
wins a battle with a success rating of average or greater, the odds were less
than .95, he did not fight in the combat, and killed less than 20% of the
enemy, he loses a point of BattleDread.
---
Fair Fighter (BattleChivalry 1)- +1 Chivalry, gained after 1 point of
BattleChivalry
Noble in Battle (BattleChivalry 2)- +2 Chivalry, upgrade after 3 points of
BattleChivalry
Bastion of Chivalry (BattleChivalry 3)- +3 Chivalry, upgrade after 6 points
of BattleChivalry
Champion of Honor (BattleChivalry 4)- +4 Chivalry, +1 Authority, epithet "the
Chivalrous", upgrade after 10 points of BattleChivalry
Saint of Battle (BattleChivalry 5)- +5 Chivalry, +2 Authority, epithet "the
Champion", upgrade after 15 points of BattleChivalry

The way BattleChivalry and BattleDread work is that they are not antitraits,
but instead, are handled by having each trigger for one check to make sure
there are no points of the other.  This means that sometimes the game favors
one or the other, depending on which conditions it checks first.

A general offered for adoption, lesser adoption or marriage gains a point of
BattleChivalry with 50% probability.  If a general offered for adoption or
lesser adoption gains this point, he gains two more points with 33%
probability.  Note that these options come before the triggers for gaining
BattleDread on adoption or marriage, so it is far more likely a general will
start with BattleChivalry.

If a general with no levels of BattleDread kills eight or more enemies in a
battle, he gains a point of BattleChivalry.
Note that this trigger comes -after- the similar trigger for BattleDread, so
it is far more likely a combative general will gain points of BattleDread
unless you somehow acquire BattleChivalry otherwise.

If a general loses a battle in which the general did not kill any of the
enemy, and the total number of enemy killed is less than 10%, he loses a
point of BattleChivalry.  If a general routs in battle and kills less than 8
enemies, and the total number of enemy killed is less than 33%, he loses 2
points of BattleChivalry.  If a general routs in a battle with odds greater
than .75, kills less than 8 enemies, and his army kills less than or equal to
66% but greater than or equal to 33% of the enemy, he loses a point of
BattleChivalry.  If a general wins a battle with odds less than .8 in which
he was not the attacker, he has no levels of BattleDread and he personally
fought in combat, he gains a point of BattleChivalry.  If a general wins any
battle with odds less than or equal to .5, he personally fought in combat,
and he does not have any levels in BattleDread, he gains a point of
BattleChivalry with 66% probability.  If a Catholic or Orthodox general with
no levels of BattleDread attacks an Islamic general, he gains a point of
BattleChivalry with 33% probability.  If an Islamic general with no levels of
BattleDread attacks a Catholic general, he gains a point of BattleChivalry
with 66% probability.  If a general with no levels of BattleDread wins a
battle with success rating of average or better, kills less than 20% of the
enemy, and the battle odds were less than .95, he gains a point of
BattleChivalry with 33% probability.
---
Mean Leader (StrategyDread 1)- +1 Dread, gained after 1 point of
StrategyDread
Cruel Leader (StrategyDread 2)- +2 Dread, upgrade after 2 points of
StrategyDread
Merciless Leader (StrategyDread 3)- +3 Dread, +1 Authority, upgrade after 4
points of StrategyDread
Malevolent Leader (StrategyDread 4)- +4 Dread, +2 Authority, epithet "the
Malevolent", upgrade after 8 points of StrategyDread
Tyranical Leader (StrategyDread 5)- +5 Dread, +3 Authority, epithet "the
Tyrant", upgrade after 16 points of StrategyDread

Again, they misspelled "Tyrannical", not me.

StrategyDread has StrategyChivalry as an antitrait.
A faction leader gains a point of StrategyDread with 5% probability when they
order a successful spying mission, with 50% probability when they order a
successful assassin mission, with 25% probability when they order a failed
assassination mission or a bribery.
A general who has no levels of StrategyChivalry who accepts a bribe gains 4
points of StrategyDread.  A general gains a point of StrategyDread when he
exterminates the population.
A governor who creates an assassin gains a point of StrategyDread.  A
governor who creates a spy gains a point with 33% probability.
At the end of any turn, a governor who is in a settlement for more than three
turns, a tax level of extortionate, and a loyalty less than happy with a
treasury greater than 10000 gains a point of StrategyDread with 33%
probability.
At the end of any turn, if the treasury is over 50000, any general with no
levels of StrategyChivalry gain a point of StrategyDread with 33%
probability.
---
Fair in Rule (StrategyChivalry 1)- +1 Chivalry, gained after 1 point of
StrategyChivalry
Noble in Rule (StrategyChivalry 2)- +2 Chivalry, upgrade after 2 points of
StrategyChivalry
Chivalrous in Rule (StrategyChivalry 3)- +3 Chivalry, +1 Authority, upgrade
after 4 points of StrategyChivalry
Honorable Ruler (StrategyChivalry 4)- +4 Chivalry, +2 Authority, epithet "the
Honourable", upgrade after 8 points of StrategyChivalry
Saintly Ruler (StrategyChivalry 5)- +5 Chivalry, +3 Authority, epithet "the
Saint", upgrade after 16 points of StrategyChivalry

StrategyChivalry has StrategyDread as an antitrait.
A general with one or more levels of StrategyChivalry who refuses a bribe
gains a point.
A governor gains a point of StrategyChivalry when he builds a small church or
better, small masjid or better, small chapel or better, or jousting lists or
better.
A general who occupies a settlement gains a point of StrategyChivalry.  A
general with less than one level of CrusaderHistory or JihadHistory who joins
a crusade or jihad gains a point of StrategyChivalry.  If a general takes a
crusade target (but not a jihad target), he gains 2 points of
StrategyChivalry.  If a general abandons a crusade or jihad, they lose 2
points of StrategyChivalry.
At the end of any turn, a governor who has been in a settlement more than 3
turns with a tax level of low and a loyalty of happy gains a point of
StrategyChivalry with 25% probability.  If the treasury is less than 0 and
the loyalty is greater than disillusioned, he gains a point with 33%
probability.
---
Respects the Enemy (CaptorChivalry 1)- +1 Chivalry, gained after 1 point of
CaptorChivalry
Compassionate Victor (CaptorChivalry 2)- +2 Chivalry, upgrade after 2 points
of CaptorChivalry
Quite Merciful (CaptorChivalry 3)- +3 Chivalry, upgrade after 3 points of
CaptorChivalry
Merciful Champion (CaptorChivalry 4)- +4 Chivalry, epithet "the Merciful",
upgrade after 4 points of CaptorChivalry

CaptorChivalry has CaptorDread as an antitrait.
A general gains a point of CaptorChivalry when he releases more than 80
soldiers captured in battle.
---
Disrespects Prisoners (CaptorDread 1)- +1 Dread, gained after 1 point of
CaptorDread
Lacks Compassion (CaptorDread 2)- +2 Dread, upgrade after 2 points of
CaptorDread
Quite Merciless (CaptorDread 3)- +3 Dread, upgrade after 3 points of
CaptorDread
Merciless Conqueror (CaptorDread 4)- +4 Dread, epithet "the Merciless",
upgrade after 4 points of CaptorDread

CaptorDread has CaptorChivalry as an antitrait.
A general gains a point of CaptorDread when he executes more than 80 soldiers
captured in battle.
---
Noble Commander (RansomChivalry 1)- +1 Chivalry, gained after 1 point of
RansomChivalry
Honourable Commander (RansomChivalry 2)- +2 Chivalry, +1 Troop Morale,
upgrade after 2 points of RansomChivalry
Caring Commander (RansomChivalry 3)- +3 Chivalry, +2 Troop Morale, upgrade
after 3 points of RansomChivalry
Merciful Commander (RansomChivalry 4)- +4 Chivalry, +3 Troop Morale, epithet
"the Merciful", upgrade after 4 points of RansomChivalry

RansomChivalry has RansomDread as an antitrait.
A general gains a point of RansomChivalry whenever he pays a ransom greater
than 1000 for more than 80 soldiers.
---
Grim Commander (RansomDread 1)- +1 Dread, gained after 1 point of RansomDread
Cold Commander (RansomDread 2)- +2 Dread, -1 Troop Morale, upgrade after 2
points of RansomDread
Harsh Commander (RansomDread 3)- +3 Dread, -2 Troop Morale, upgrade after 3
points of RansomDread
Merciless Commander (RansomDread 4)- +4 Dread, -3 Troop Morale, epithet "the
Merciless", upgrade after 4 points of RansomDread

RansomDread has RansomChivalry as an antitrait.
A general gains a point of RansomDread when he does not pay a ransom of less
than 5000 for more than 80 soldiers.
---
Hexxed (Cursed 1)- -1 Command, -1 Troop Morale, gained after 1 point of
Cursed
Cursed (Cursed 2)- -2 Command, -2 Troop Morale, upgrade after 2 points of
Cursed
Blighted (Cursed 3)- -1 Piety, -3 Command, -1 Authority, -3 Troop Morale,
upgrade after 3 points of Cursed
Damned (Cursed 4)- -3 Piety, -4 COmmand, -2 Authority, -4 Troop Morale,
upgrade after 4 points of Cursed

A general gains a point of Cursed with 50% probability if he begins his turn
next to a witch who has a magic rating of four or greater.
---
Warts (StrickenSilly 1)- -1 Command, -1 Troop Morale, gained after 1 point of
StrickenSilly
Flatulant (StrickenSilly 2)- -2 Command, -1 Authority, -2 Troop Morale,
upgrade after 2 points of StrickenSilly
Boil-ridden (StrickenSilly 3)- -1 Piety, -3 Command, -2 Authority, -3 Troop
Morale, upgrade after 3 points of StrickenSilly

Flatulent.

A general gains a point of StrickenSilly with 33% probability if he begins
his turn next to a witch with a magic rating of greater than 0 but less than
4, with 15% probability if she has a magic rating greater than or equal to 4
but less than 7, with 5% probability if she has a magic rating of seven or
greater.
---
Wracking Cough (StrickenSerious 1)- -1 Command, -1 Troop Morale, gained after
1 point of StrickenSerious
Evil Illness (StrickenSerious 2)- -2 Command, -2 Troop Morale, upgrade after
2 points of StrickenSerious
Stricken Down (StrickenSerious 3)- -1 Piety, -3 Command, -1 Authority, -3
Troop Morale, upgrade after 3 points of StrickenSerious

A general gains a point of StrickenSerious with 33% probability if he begins
his turn next to a witch of 7 or higher magic rating.
StrickenSerious is self-perpetuating.  At the end of any turn, a general with
one or more levels of StrickenSerious gains a point with 4% probability.
---
Quite Objective (Objective 1)- hidden trait; gained after 1 point of
Objective

No clue what this does, but it doesn't have a trigger.

Objective has Subjective as an antitrait.
---
Quite Subjective (Subjective 1)- hidden trait; gained after 1 point of
Subjective

Ditto

Subjective has Objective as an antitrait.
---
Sociable (Gregarious 1)- +1 Popularity, gained after 1 point of Gregarious
Gregarious (Gregarious 2)- +1 Troop Morale, +2 Popularity, upgrade after 2
points of Gregarious
Everyone's Friend (Gregarious 3)- +2 Troop Morale, +3 Popularity, upgrade
after 4 points of Gregarious

Gregarious has Introvert as an antitrait.
On coming of age, a general gains a point of Gregarious with 20% probability.
A general whose father has one or more levels of Gregarious gains a point
with 25% probability.  A general whose father has one or more levels of
Introvert gains a point of Gregarious with 10% probability.
Gregarious is self-perpetuating.  At the end of any turn, a general with one
or more levels of Gregarious gains a point with 4% probability.
At the end of any turn, a general who ends his turn with 100% movement points
outside of a settlement gains a point of Gregarious with 3% probability.
---
Aloof (Introvert 1)- -1 Popularity, gained after 1 point of Introvert
Introverted (Introvert 2)- -1 Troop Morale, -2 Popularity, upgrade after 2
points of Introvert
Totally Closed (Introvert 3)- -2 Troop Morale, -3 Popularity, upgrade after 3
points of Introvert

Introvert has Gregarious as an antitrait.
On coming of age, a general gains a point of Introvert with 15% probability.
A general whose father has one or more levels of Gregarious gains a point of
Introvert with 10% probability.  A general whose father has one or more
levels of Introvert gains a point with 25% probability.
A general gains a point of Introvert with 25% probability when he suffers an
assassination attempt.
Introvert is self-perpetuating.  At the end of any turn, a general who has
one or more levels of Introvert gains a point with 4% probability.
---
Rebelled (ExRebel 1)- -1 Loyalty, gained after 1 point of ExRebel
Rebelious (ExRebel 2)- -2 Loyalty, upgrade after 2 points of ExRebel
Turncoat (ExRebel 3)- -3 Loyalty, epithet "the Turncoat", upgrade after 3
points of ExRebel

Rebellious.

ExRebel has Gregarious as an antitrait.
A general gains a point of ExRebel when he accepts a bribe.
---
Feels Appreciated (ContentGeneral 1)- +1 Loyalty, gained after 1 point of
ContentGeneral
Feels Respected (ContentGeneral 2)- +3 Loyalty, upgrade after 4 points of
ContentGeneral
Feels Honoured (ContentGeneral 3)- +5 Loyalty, upgrade after 8 points of
ContentGeneral

ContentGeneral has DiscontentGeneral as an antitrait.
A general gains a point of ContentGeneral if he wins a normal battle with
odds greater than or equal to 1.5.
At the end of any turn, a general with command less than 6 who ends his turn
in a settlement with a large stone wall or better or forgress or better gains
a point of ContentGeneral with 10% probability.
If a general has 3 or more chivalry at the end of the turn, and the faction
leader also has 3 or more chivalry, he gains a point of ContentGeneral with
10% probability.
---
Feels Unappreciated (DiscontentGeneral 1)- -1 Loyalty, gained after 1 point
of DiscontentGeneral
Feels Disrespected (DiscontentGeneral 2)- -3 Loyalty, upgrade after 4 points
of DiscontentGeneral
Feels Dishonoured (DiscontentGeneral 3)- -5 Loyalty, upgrade after 8 points
of DiscontentGeneral

DiscontentGeneral has ContentGeneral as an antitrait.
A general gains a point of DiscontentGeneral if he loses a normal battle with
a success rating of average or better with odds less than .5.
If a general with chivalry of 4 or greater executes more than 80 soldiers
after a battle or exterminates a captured population, he gains a point of
DiscontentGeneral with 50% probability.
If a general who is not the faction heir has a brother adopted, he gains a
point of DiscontentGeneral with 50% probability.
At the end of any turn, a general who is not the faction leader and whose
piety is greater than 5 gains a point of DiscontentGeneral with 20%
probability if his faction is excommunicated.  A general with greater than 4
command who ends his turn in a settlement a distance greater than 50 from the
capital that does not have a stone wall or better or castle or better gains a
point of DiscontentGeneral with 10% probability.
If a general has 3 or more chivalry at the end of the turn, and the faction
leader has 3 or more dread, the general gains a point of DiscontentGeneral
with 10% probability.
---
Eastern Warlord (EasternWarlord 1)- +1 Dread, +2 Command, gained after 1
point of EasternWarlord
Mighty Warlord (EasternWarlord 2)- +2 Dread, +4 Command, upgrade after 2
points of EasternWarlord
Khan's Conqueror (EasternWarlord 3)- +3 Dread, +6 Command, upgrade after 3
points of EasternWarlord

A Mongol or Timurid general gains a point of EasternWarlord on creation.  If
they gain this point, they gain another point with 50% probability.  If they
gain that point, they gain another point with 33% probability.
---
Mighty Eagle (JaguarWarlord 1)- +1 Dread, +2 Command, gained after 1 point of
JaguarWarlord
Mighty Jaguar (JaguarWarlord 2)- +2 Dread, +4 Command, upgrade after 2 points
of JaguarWarlord
Grand Jaguar (JaguarWarlord 3)- +3 Dread, +6 Command, upgrade after 3 points
of JaguarWarlord

An Aztec general gains a point of JaguarWarlord on creation.  If they gain
this point, they gain another point with 50% probability.  If they gain that
point, they gain another point with 33% probability.
---
Wife is Fair (WifeIsCharming 1)- +1 Fertility, gained after 1 point of
WifeIsCharming
Wife is Charming (WifeIsCharming 2)- +1 Popularity, +1 Fertility, upgrade
after 2 points of WifeIsCharming
Wife is Lovely (WifeIsCharming 3)- +2 Popularity, +2 Fertility, upgrade after
3 points of WifeIsCharming

WifeIsCharming has WifeIsHorrid as an antitrait.
A general gains one point of WifeIsCharming if he marries a princess with
charm greater than 4.  He gains another if it is greater than 6.  He gains
another if it is greater than 8.
---
Wife lacks Charm (WifeIsHorrid 1)- -1 Fertility, gained after 1 point of
WifeIsHorrid
Wife is Undesirable (WifeIsHorrid 2)- -1 Popularity, -1 Fertility, upgrade
after 2 points of WifeIsHorrid
Wife is a Wretch (WifeIsHorrid 3)- -2 Popularity, -2 Fertility, upgrade after
3 points of WifeIsHorrid

WifeIsHorrid has WifeIsCharming as an antitrait.
A general gains one point of WifeIsHorrid if he marries a princess with charm
less than 3.  He gains another if it is less than 2, and another if less than
1.
---
Wife is Fertile (WifeIsFertile 1)- +1 Fertility, gained after 1 point of
WifeIsFertile
Wife is Very Fertile (WifeIsFertile 2)- +2 Fertility, upgrade after 2 points
of WifeIsFertile
Wife is Ripe (WifeIsFertile 3)- +3 Fertility, upgrade after 3 points of
WifeIsFertile

WifeIsFertile has WifeIsBarren as an antitrait.
A general gains one point of WifeIsFertile if he marries a princess with
fertility greater than 1.  He gains another point if it is greater than 2,
and another if greater than 3.
---
Wife is Barren (WifeIsBarren 1)- -1 Fertility, gained after 1 point of
WifeIsBarren
Wife is Infertile (WifeIsBarren 2)- -2 Fertility, upgrade after 2 points of
WifeIsBarren
Wife is Cursed (WifeIsBarren 3)- -3 Fertility, upgrade after 3 points of
WifeIsBarren

WifeIsBarren has WifeIsFertile as an antitrait.
A general gains one point of WifeIsBarren if he marries a princess with
fertility less than 0.  He gains another if it is less than -1, and another
if less than -2.
---
Wife is Useful (WifeIsWise 1)- +5% Trade Income, +5% Tax Income, gained after
1 point of WifeisWise
Wife is Smart (WifeIsWise 2)- +10% Trade Income, +10% Tax Income, upgrade
after 2 points of WifeisWise
Wife is Wise (WifeIsWise 3)- +15% Trade Income, +15% Tax Income, upgrade
after 3 points of WifeisWise

A general gains one point of WifeIsWise if he marries a princess with one or
more levels of EducatedWoman.  He gains another if she has two or more
levels, and another point if she has three levels.
---
Wife is Admirable (WifeIsNoble 1)- +1 Popularity, gained after 1 point of
WifeIsNoble
Wife is Noble (WifeIsNoble 2)- +2 Popularity, upgrade after 3 points of
WifeIsNoble
Wife is Revered (WifeIsNoble 3)- +1 Pulic Security, +3 Popularity, upgrade
after 5 points of WifeIsNoble

WifeIsNoble has WifeIsBitch as an antitrait.
A general gains one point of WifeIsNoble if he marries a princess with one or
more levels of FairWoman.  He gains another if she has two or more levels,
and another point if she has three levels.
---
Wife is Unpleasant (WifeIsBitch 1)- -1 Popularity, gained after 1 point of
WifeIsBitch
Wife is Nasty (WifeIsBitch 2)- -2 Popularity, upgrade after 3 points of
WifeIsBitch
Wife is Deplorable (WifeIsBitch 3)- -1 Public Security, -3 Popularity,
upgrade after 5 points of WifeIsBitch

WifeIsBitch has WifeIsNoble as an antitrait.
A general gains one point of WifeIsBitch if he marries a princess with one or
more levels of PretentiousWoman.  He gains another if she has two or more
levels.  He also gains a point if he marries a princess with one or more
levels of HarshWoman.  He gains another if she has two or more levels, and
another point if she has three levels.
---
Conqueror (FactionKiller 1)- +1 Authority, gained after 1 point of
FactionKiller
Great Conqueror (FactionKiller 2)- +2 Authority, epithet "the Conqueror",
upgrade after 2 points of FactionKiller
Legendary Conqueror (FactionKiller 3)- +3 Authority, epithet "the Great",
upgrade after 3 points of FactionKiller
All Conquering (FactionKiller 4)- +4 Authority, epithet "the Invincible",
upgrade after 4 points of FactionKiller

A faction leader gains a point of FactionKiller when he destroys a faction.
---
Politically Wise (GoodDiplomacy 1)- +1 Authority, gained after 2 points of
GoodDiplomacy
Politically Strong (GoodDiplomacy 2)- +2 Authority, upgrade after 4 points of
GoodDiplomacy
Politically Powerful (GoodDiplomacy 3)- +3 Authority, upgrade after 8 points
of GoodDiplomacy
First Among Firsts (GoodDiplomacy 4)- +4 Authority, upgrade after 16 points
of GoodDiplomacy

They seem to have forgotten to put in triggers for this.
---
Politically Poor (BadDiplomacy 1)- -1 Authority, gained after 2 points of
BadDiplomacy
Politically Weak (BadDiplomacy 2)- -2 Authority, upgrade after 4 points of
BadDiplomacy
Politically Powerless (BadDiplomacy 3)- -3 Authority, upgrade after 8 points
of BadDiplomacy

They seem to have forgotten to put in triggers for this.
---
Proud Legacy (FathersLegacy 1)- +1 Authority, gained after 1 point of
FathersLegacy
Strong Legacy (FathersLegacy 2)- +2 Authority, upgrade after 2 points of
FathersLegacy
Mighty Legacy (FathersLegacy 3)- +3 Authority, upgrade after 3 points of
FathersLegacy

On coming of age, a general gains a point of FathersLegacy if his father has
one or more points of FactionKiller.  He gains another point if his father
has two or more levels, and another if his father has three or more levels.
---
Chivalrous Father (ChivalryLegacy 1)- +1 Chivalry, gained after 1 point of
ChivalryLegacy
Legacy of Chivalry (ChivalryLegacy 2)- +2 Chivalry, upgrade after 2 points of
ChivalryLegacy

On coming of age, a general gains a point of ChivalryLegacy if his father has
four or more ranks of chivalry.  He gains another point if his father has
seven or more levels.
---
Dreaded Father (DreadLegacy 1)- +1 Dread, gained after 1 point of DreadLegacy
Legacy of Dread (DreadLegacy 2)- +2 Dread, upgrade after 2 points of
DreadLegacy

On coming of age, a general gains a point of DreadLegacy if his father has
four or more ranks of dread.  He gains another point if his father has seven
or more ranks.
---
Tourney Entrant (TourneyKnight 1)- +1 Chivalry, gained after 1 point of
TourneyKnight
Fair Jouster (TourneyKnight 2)- +1 Chivalry, +1 Command when commanding
cavalry, upgrade after 3 points of TourneyKnight
Good Jouster (TourneyKnight 3)- +2 Chivalry, +1 Command when commanding
cavalry, upgrade after 6 points of TourneyKnight
Knight of Renown (TourneyKnight 4)- +2 Chivalry, +1 Authority, +2 Command
when commanding cavalry, upgrade after 12 points of TourneyKnight
Tourney Champion (TourneyKnight 5)- +3 Chivalry, +2 Authority, +3 Command </pre><pre id="faqspan-4">
when commanding cavalry, upgrade after 18 points of TourneyKnight

On coming of age, a general whose father has one or more levels of
TourneyKnight gains a point with 20% probability.
At the end of any turn, a general who has 100% of his movement points and is
in a settlement with a jousting lists or better gains a point of
TourneyKnight with 10% probability.
---
Good Racer (HorseRacer 1)- +5% Movement Points, gained after 1 point of
HorseRacer
Great Racer (HorseRacer 2)- +5% Movement Points, +1 Command when commanding
cavalry, upgrade after 2 points of HorseRacer
Famous Racer (HorseRacer 3)- +1 Authority, +10% Movement Points, +1 Command
when commanding cavalry, upgrade after 3 points of HorseRacer

At the end of any turn, a general who has 100% of his movement points and is
in a settlement with a racing track or better gains a point of HorseRacer
with 10% probability.
---
Academy Trained (AcademyTrained 1)- +1 Command, gained after 1 point of
AcademyTrained
Officer Training (AcademyTrained 2)- +2 Command, upgrade after 2 points of
AcademyTrained

At the end of any turn, a general who has 100% of his movement points and is
in a settlement with a military academy or better gains a point of
AcademyTrained with 10% probability.
---
Religious (ReligiousActivity 1)- +1 Piety, gained after 1 point of
ReligiousActivity
Dutifully Religious (ReligiousActivity 2)- +2 Piety, upgrade after 4 points
of ReligiousActivity
Religiously Active (ReligiousActivity 3)- +1 Chivalry, +3 Piety, upgrade
after 8 points of ReligiousActivity
Devoutly Religious (ReligiousActivity 4)- +2 Chivalry, +4 Piety, upgrade
after 12 points of ReligiousActivity

ReligiousActivity has ReligiousInactivity as an antitrait.
A general offered for adoption, lesser adoption or marriage gains a point of
ReligiousActivity with 50% probability.  If he gains that point, he gains
another 3 points with 33% probability.  If he gains those three, he gains
another 4 points with 33% probability.
A governor gains a point of ReligiousActivity when he creates a priest or
finishes a small church or better, small chapel or better, or small masjid or
better.
---
Neglects Religion (ReligiousInactivity 1)- -1 Piety, gained after 2 points of
ReligiousInactivity
Religiously Ignorant (ReligiousInactivity 2)- -2 Piety, upgrade after 5
points of ReligiousInactivity

ReligiousInactivity has ReligiousActivity as an antitrait.
A general offered for adoption, lesser adoption or marriage who does not gain
the initial point of ReligiousActivity gains a point of ReligiousInactivity
with 50% probability.  If he gains that point, he gains another point with
10% probability.  Note that this means a general cannot attain level 2 of
ReligiousInactivity, and he only has a 2.5% chance to start out at level 1.
---
Royal Ties (MarriedAPrincess 1)- +3 Loyalty

A general gains a point of MarriedAPrincess after boinking a princess.
---
Unlucky Leader (GloriousFool 1)- -1 Command, +2 Troop Morale, gained after 1
point of GloriousFool
Glory Hunter (GloriousFool 2)- -2 Command, +4 Troop Morale, upgrade after 2
points of GloriousFool
Glorious Fool (GloriousFool 3)- -3 Command, +6 Troop Morale, upgrade after 3
points of GloriousFool

GloriousFool has GoodAttacker, GoodDefender, GoodRiskyAttacker, and
GoodRiskyDefender as antitraits.
GloriousFool sadly has no triggers to increase it naturally, which is a shame
because it looks like it would be horribly amusing.
---
Beyond Battle (TooOldToFight 1)- gained after 1 point of TooOldToFight

TooOldToFight does not seem to have any triggers for it, either- I've had
generals fight into their 70s.
---
Somewhat Senile (Senile 1)- -2 Command, -1 Authority, gained after 1 point of
Senile
Senile (Senile 2)- -4 Command, -2 Authority, upgrade after 2 points of Senile
Totally Senile (Senile 3)- -6 Command, -3 Authority, upgrade after 3 points
of Senile

Senile does not seem to have any triggers for it.
---
General Religion (ReligionStarter 1)- +3 Piety, hidden trait; gained after 1
point of ReligionStarter

A general gains one point of ReligionStarter on creation.
---
Cultured (Cultured 1)- +1 Popularity, gained after 1 point of Cultured
Very Cultured (Cultured 2)- +1 Authority, +2 Popularity, upgrade after 2
points of Cultured

On coming of age, a general gains a point of Cultured with 5% probability.  A
general whose father has one or more levels of Cultured gains a point of
Cultured with 20% probability.  An Islamic general gains a point with 5%
probability.
A governor gains a point of Cultured when he finishes an artist's studio or
better or theatre or better.
At the end of any turn, a general with 100% of his movement points gains a
point of Cultured with 3% probability if the settlement has an ikoner studio
or better or a university; 5% probability if printing press or better or
artist's studio or better; 10% probability if theatre or better.
---
MarriedWithLover (HasAdultress 1)- hidden trait; gained after 1 point of
HasAdultress

There does not seem to be a trigger to handle this.
---
Character Is Pope (IAmPope 1)- hidden trait; gained after 1 point of IAmPope

A general gains a point of IAmPope when becoming faction leader of the Papal
States.
---
Mindful of Risks (HighPersonalSecurity 1)- +1 Personal Security, gained after
1 point of HighPersonalSecurity
Healthy Caution (HighPersonalSecurity 2)- +2 Personal Security, upgrade after
2 points of HighPersonalSecurity
Morbidly Mortal (HighPersonalSecurity 3)- +4 Personal Security, upgrade after
3 points of HighPersonalSecurity

HighPersonalSecurity has LaxPersonalSecurity as an antitrait, and a
NoGoingBack level of 2.
A general gains a point of HighPersonalSecurity with 75% probability when he
suffers an assassination attempt.
---
Unconcerned (LaxPersonalSecurity 1)- -1 Personal Security, gained after 1
point of LaxPersonalSecurity
Lacks Caution (LaxPersonalSecurity 2)- -2 Personal Security, upgrade after 3
points of LaxPersonalSecurity
No Sense of Mortality (LaxPersonalSecurity 3)- -4 Personal Security, upgrade
after 6 points of LaxPersonalSecurity

LaxPersonalSecurity has HighPersonalSecurity and Paranoia as antitraits, and
a NoGoingBack level of 3.
At the end of any turn, a general with one or more levels of Slothful gains a
point of LaxPersonalSecurity with 4% probability.  A general with one or more
levels of Trusting also gains a point with 4% probability.
---
These two classes of trait are all fairly well the same, so I will categorize
them all together.  Simply replace "Faction" with (aztec, byzantium, denmark,
egypt, england, france, hre, hungary, milan, mongols, moors, papal_states,
poland, portugal, russia, scotland, sicily, spain, timurids, turks, venice,
catholic, orthodox, islam, pagan).  I completely ignore
"Hatesslave/Hatesheretic" and "Fearsslave/Fearsheretic" since there are no
ways to get these naturally.

Dislikes... (Hatesfaction 1)- +1 Command when fighting faction, gained after
1 point of HatesFaction
Hates... (Hatesfaction 2)- +2 Command when fighting faction, upgrade after 2
points of HatesFaction
Loathes... (Hatesfaction 3)- +3 Command when fighting faction, upgrade after
4 points of HatesFaction

For (aztec, byzantium, denmark, egypt, england, france, hre), HatesFaction 2
carries a +1 Troop Morale.  For all other factions, it does not, and instead
HatesFaction 3 carries a -1 Troop Morale.  This seems like they changed it
and then only applied it to half of the alphabet.

Wary of... (Fearsfaction 1)- -1 Command when fighting faction, gained after 1
point of FearsFaction
Fears... (Fearsfaction 2)- -2 Command when fighting faction, upgrade after 2
points of FearsFaction
Terrified of... (Fearsfaction 3)- -3 Command when fighting faction, upgrade
after 4 points of FearsFaction

For all factions, FearsFaction 2 carries a -1 Troop Morale.  For (aztec,
byzantium, denmark, egypt, england, france, hre), FearsFaction 3 carries a -1
Troop Morale as well, whereas FearsFaction 3 for all other factions carries a
-2 Troop Morale.  This seems like they changed it and then only applied it to
half of the alphabet.

Hatesfaction has Fearsfaction as an antitrait, and FearsFaction has
HatesFaction as an antitrait.
On coming of age, a character whose father has one or more levels of
HatesFaction or FearsFaction gains one point of HatesFaction with 25%
probability.  Also, with 4% probability, an English general gains a point of
Hatesscotland and/or Hatesfrance, and a Scottish or French general gains a
point of Hatesengland.  A Polish or Milanese general gains a point of
Hateshre with 10% probability.  A Milanese general gains a point of
Hatesvenice and a Venetian general gains a point of Hatesmilan with 33%
probability.  A Byzantine general gains a point of Hatesturks with 20%
probability.  A Portuguese general gains a point of Hatesmoors with 10%
probability.  A Moorish general gains a point of Hatesspain and/or
Hatesportugal with 15% probability.
A general who loses a normal battle with a success rating of clear or better,
and the odds were greater than or equal to .5 but less than 1.5 gains a point
of Hatesfaction (where the faction is the one they just fought, obviously)
with 40% probability.  A general who loses a normal battle with a success
rating of clear or better, and the odds were greater than or equal to .9
gains a point of Fearsfaction.
---







Admirals (mtgiv)

---
Competent Sailor (Sailor 1)- +1 Naval Command, gained after 1 point of Sailor
Fine Officer (Sailor 2)- +2 Naval Command, upgrade after 2 points of Sailor
Worthy Admiral (Sailor 3)- +3 Naval Command, upgrade after 4 points of Sailor
Great Admiral (Sailor 4)- +4 Naval Command, upgrade after 8 points of Sailor
Legendary Admiral (Sailor 5)- +5 Naval Command, epithet "the Great", upgrade
after 16 points of Sailor

An admiral gains a point in Sailor when he wins a battle with odds less than
2.25.
---
Poor Navigator (Landlubber 1)- -1 Naval Command, gained after 1 point of
Landlubber
No Naval Nouse (Landlubber 2)- -2 Naval Command, upgrade after 4 points of
LandLubber
Total Landlubber (Landlubber 3)- -3 Naval Command, upgrade after 6 points of
LandLubber

An admiral gains a point in Landlubber when he loses a battle with odds
greater than 1.5.
---
Dangerous Captain (FamousPirate 1)- -1 Loyalty, +1 Naval Command, gained
after 1 point of FamousPirate
Famous Pirate (FamousPirate 2)- -2 Loyalty, +2 Naval Command, upgrade after 2
points of FamousPirate
Notorious Pirate (FamousPirate 3)- -3 Loyalty, +3 Naval Command, upgrade
after 3 points of FamousPirate

An admiral gains a point of FamousPirate with 33% probability on creation if
they are in the slave/rebel faction.  If he gains this point, he gains
another point with 33% probability, and if he gains this point as well, he
can gain yet another point with 33% probability.  This makes the
probabilities 1(22.1%), 2(7.3%), 3(3.6%).
---






Merchants (mtgv)

---
Bean Counter (GoodMerchant 1)- +1 Finance, gained after 1 point of
GoodMerchant
Bold Barterer (GoodMerchant 2)- +2 Finance, upgrade after 2 points of
GoodMerchant
Commercial Conqueror (GoodMerchant 3)- +3 Finance, upgrade after 4 points of
GoodMerchant
Robber Baron (GoodMerchant 4)- +4 Finance, upgrade after 8 points of
GoodMerchant

GoodMerchant has BadMerchant as an antitrait.
A merchant gets a point in GoodMerchant each time he successfully acquires
another merchant.
---
Daft Dealer (BadMerchant 1)- -1 Finance, gained after 1 point of BadMerchant
Easy Target (BadMerchant 2)- -2 Finance, upgrade after 3 points of
BadMerchant
Open Purse (BadMerchant 3)- -3 Finance, upgrade after 6 points of BadMerchant

BadMerchant has GoodMerchant as an antitrait.
A merchant gains a point in BadMerchant with 33% probability each time he
fails to acquire another merchant.
---
Capitalist (Monopolist 1)- +1 Finance, gained after 5 points of Monopolist
Market Controller (Monopolist 2)- +2 Finance, upgrade after 10 points of
Monopolist
Monopolist (Monopolist 3)- +3 Finance, -1 Personal Security, upgrade after 20
points of Monopolist

At the end of any turn, a merchant gains one point in Monopolist if he has a
trading monopoly.  A trading monopoly seems to be defined (thorough
experimentation seems to agree) as- your merchant is trading a resource in a
region that has two or more instances of that resource, and the other
instance(s) of that resource are not being traded by any other faction's
merchants (though yours can).  You can test this by hovering over the
resource with a merchant selected, and a trade monopoly will yield about
twice as many florins as trading the resource regularly.
---
Slight Indulgence (ExoticTastes 1)- -1 Finance, gained after 1 point of
ExoticTastes
Decadent (ExoticTastes 2)- -2 Finance, upgrade after 3 points of ExoticTastes
Gaudy (ExoticTastes 3)- -2 Finance, -1 Personal Security, upgrade after 6
points of ExoticTastes

I cannot seem to find any triggers that affect this, but I swear I have seen
my merchants with "Slight Indulgence" before.
---
Good with Money (NaturalMerchantSkill 1)- +1 Finance, 50% chance on creation
Natural Born Merchant (NaturalMerchantSkill 2)- +2 Finance, 33% chance on
creation
Mercantile Genius (NaturalMerchantSkill 3)- +3 Finance, 17% chance on
creation

A merchant gains a point of NaturalMerchantSkill on creation.  Then he gains
a second point with 50% probability, and if he gains that point, he gains
another point with 33% probability.  This makes the probabilities 1(50%),
2(33.3%), 3(16.7%)
---
A Few Enemies (MerchantEnemies 1)- -1 Personal Security, gained after 1 point
of MerchantEnemies
Several Enemies (MerchantEnemies 2)- -2 Personal Security, upgrade after 3
points of MerchanEnemies
A Marked Man (MerchantEnemies 3)- -4 Personal Security, upgrade after 6
points of MerchantEnemies

A merchant gains a point of MerchantEnemies with 25% probability on a
successful acquisition.
---
Legal Nouse (LegalDealer 1)- +1 Finance, gained after 1 point of LegalDealer
Legal Expert (LegalDealer 2)- +2 Finance, upgrade after 2 points of
LegalDealer

LegalDealer has ShadyDealer as antitraits.
A merchant gains a point in LegalDealer on creation with 50% probability if
he is created in a settlement with a town hall or better.  If he gains this
point, and the settlement has a city hall or better, he gains another point
with 33% probability.
---
Slightly Crooked (ShadyDealer 1)- -1 Finance, gained after 1 point of
ShadyDealer
Shady Dealer (ShadyDealer 2)- -2 Finance, upgrade after 3 points of
ShadyDealer

ShadyDealer has LegalDealer and ReligiousMerchant as antitraits.
A merchant gains a point in ShadyDealer on creation with 50% probability if
he is created in a settlement with no town hall or better.  If he gains this
point, he gains two more points with 33% probability.
---
Secure Assets (SecureMerchant 1)- +1 Finance, gained after 1 point of
SecureMerchant
Protected Assets (SecureMerchant 2)- +2 Finance, upgrade after 3 points of
SecureMerchant

A merchant gains a point in SecureMerchant with 50% probability if he suffers
an acquisition attempt.
---
Hires Guards (SecurityMerchant 1)- +1 Personal Security, gained after 1 point
of SecurityMerchant
Employs Security (SecurityMerchant 2)- -1 Finance, +2 Personal Security,
upgrade after 3 points of SecurityMerchant

A merchant gains a point in SecurityMerchant with 50% probability if he
suffers an assassination attempt.
---
Quite Religious (ReligiousMerchant 1)- -1 Finance, gained after 1 point of
ReligiousMerchant
Dogmatically Religious (ReligiousMerchant 2)- -2 Finance, upgrade after 3
points of ReligiousMerchant

ReligiousMerchant has ShadyDealer as an antitrait.
A merchant gains a point of ReligiousMerchant on creation with 50%
probability if he is created in a settlement with a cathedral or better in a
region that has more than 80% of the faction's religion.  If he gains this
point, he gains an additional two points with 33% probability.
---
Knowledge of Customs (WorldlyMerchant 1)- +1 Finance, gained after 1 point of
WorldlyMerchant
Graceful Traveller (WorldlyMerchant 2)- +2 Finance, upgrade after 3 points of
WorldlyMerchant

At the end of any turn in which a merchant has a distance to capital greater
than 40 and ends his turn on a resource, a  merchant gains a point of
WorldlyMerchant with 20% probability.
---
Loyal to Coin (ServesSelfMerchant 1)- -1 Finance, gained after 1 point of
ServesSelfMerchant
Self Serving (ServesSelfMerchant 2)- -2 Finance, upgrade after 3 points of
ServesSelfMerchant

At the end of any turn in which a merchant has a distance to capital greater
than 60 and ends his turn on a resource, he gains a point of
ServesSelfMerchant with 3% probability.
---
Merchant's Guild Apprentice (MerchantsGuildMember 1)- +1 Finance, gained
after 1 point of MerchantsGuildMember

Notably, it seems the game designers forgot to include "Merchant's Guild
Journeyman" as the second level of this, if they wanted the agents to be
consistent.
A merchant gains a point in MerchantsGuildMember on creation if the faction
has a Master Merchant's Guild or better, and another point if the faction has
a Grandmaster Merchant's Guild.
---
Financial Training (MerchantsGuildTrained 1)- +1 Finance, gained after 1
point of MerchantsGuildTrained

A merchant gains a point in MerchantsGuildTrained on creation if he is
trained in a settlement with a Merchant's Guild or better.
---
Mindful of Risks (HighPersonalSecurity 1)- +1 Personal Security, gained after
1 point of HighPersonalSecurity
Healthy Caution (HighPersonalSecurity 2)- +2 Personal Security, upgrade after
2 points of HighPersonalSecurity
Morbidly Mortal (HighPersonalSecurity 3)- +4 Personal Security, upgrade after
3 points of HighPersonalSecurity

A merchant cannot naturally gain points in HighPersonalSecurity as the
trigger to increase it requires the character be a general.
---
Unconcerned (LaxPersonalSecurity 1)- -1 Personal Security, gained after 1
point of LaxPersonalSecurity
Lacks Caution (LaxPersonalSecurity 2)- -2 Personal Security, upgrade after 3
points of LaxPersonalSecurity
No Sense of Mortality (LaxPersonalSecurity 3)- -4 Personal Security, upgrade
after 6 points of LaxPersonalSecurity

A merchant cannot naturally gain points in LaxPersonalSecurity because the
triggers for this require the traits of "Slothful" or "Trusting", neither of
which a merchant can have.
---
AgentPiety (AgentPiety 1)- +10 Piety, hidden trait; gained after 1 point of
AgentPiety


A merchant gains 1 point in AgentPiety on creation.
---








Priests (mtgvi)

For simplicity's sake, I include imams under the all-encompassing term
"priests".
---
Bishop (PriestLevel 1)- +1 Piety, +1 Level(?), gained after 1 point of
PriestLevel
Cardinal (PriestLevel 2)- +1 Piety, +2 Level(?), Heresy Immunity, upgrade
after 2 points of PriestLevel

A priest gets one point in PriestLevel if the creating settlement has a
cathedral, whether orthodox or catholic.  When a priest is promoted to
cardinal, the priest gains one point in PriestLevel if he already had one
point, or two points in PriestLevel if he did not have any points (in other
words, PriestLevel is set to 1 for a bishop and 2 for a cardinal).
---
A Bishop (Bishop)- +1 Piety, +1 Level(?), hidden skill; gained after 1 point
of Bishop

There is no trigger to check for this event.  This seems to be a failed
implementation of the Priest-to-Bishop trigger.
---
PriestToCardinal (Cardinal 1)- +1 Piety, +2 Level(?), Heresy Immunity, hidden
skill
BishopToCardinal (Cardinal 2)- +1 Piety, +1 Level(?), Heresy Immunity, hidden
skill

There is no trigger to check for this event.  This seems to be another failed
implementation.
---
Blessed (NaturalPriestSkill 1)- +1 Piety, gained after 1 point of
NaturalPriestSkill
Divine Connection (NaturalPriestSkill 2)- +2 Piety, upgrade after 2 points of
NaturalPriestSkill
Chosen One (NaturalPriestSkill 3)- +3 Piety, upgrade after 3 points of
NaturalPriestSkill

A priest gains one point in NaturalPriestSkill on creation.  He then gains
another point with 50% probability, and if he gains that point, he gains
another with 20% probability.  This makes the probabilities 1(50%), 2(40%),
3(10%).
---
Aggressive (Warmonger 1)- +1 Violence, gained after 1 point of Warmonger
Warlike (Warmonger 2)- +2 Violence, upgrade after 2 points of Warmonger
Violent (Warmonger 3)- +3 Violence, epithet "the Warmonger", upgrade after 3
points of Warmonger

Warmonger has Peaceful as an antitrait.
A priest gains one point in Warmonger on promotion to cardinal with 50%
probability.  If he gains that point, he may gain another point with 50%
probability, and if he gains that point, he may gain yet another point with
50% probability.  This makes the probabilities 1(25%), 2(12.5%), 3(12.5%).
---
Placid (Peaceful 1)- -1 Violence, gained after 1 point of Peaceful
Peaceful (Peaceful 2)- -2 Violence, upgrade after 2 points of Peaceful
Abhors Violence (Peaceful 3)- -3 Violence, epithet "the Peaceful", upgrade
after 3 points of Peaceful

Peaceful has Warmonger as an antitrait.
A priest gains one point in Peaceful on promotion to cardinal with 50%
probability.  If he gains that point, he may gain another point with 50%
probability, and if he gains that point, he may gain yet another point with
50% probability.  This makes the probabilities 1(25%), 2(12.5%), 3(12.5%).
---
Upstanding (Righteous 1)- +1 Purity, gained after 1 point of Righteous
Righteous (Righteous 2)- +2 Purity, upgrade after 2 points of Righteous
Immaculately Pure (Righteous 3)- +3 Purity, epithet "the Righteous", upgrade
after 3 points of Righteous

Righteous has Corrupt as an antitrait.
A priest gains one point in Righteous on promotion to cardinal with 50%
probability.  If he gains that point, he may gain another point with 50%
probability, and if he gains that point, he may gain yet another point with
50% probability.  This makes the probabilities 1(25%), 2(12.5%), 3(12.5%).
---
Questionable (Corrupted 1)- -1 Purity, gained after 1 point of Corrupted
Very Questionable (Corrupted 2)- -2 Purity, upgrade after 2 points of
Corrupted
Utterly Corrupt (Corrupted 3)- -3 Purity, epithet "the Corrupt", upgrade
after 3 points of Corrupted

Corrupt has Righteous as an antitrait.
A priest gains one point in Corrupted on promotion to cardinal with 50%
probability.  If he gains that point, he may gain another point with 50%
probability, and if he gains that point, he may gain yet another point with
50% probability.  This makes the probabilities 1(25%), 2(12.5%), 3(12.5%).
---
Growing Faith (StrongFaith 1)- +1 Piety, gained after 1 point of StrongFaith
Strong Faith (StrongFaith 2)- +2 Piety, upgrade after 4 points of StrongFaith
Shining Faith (StrongFaith 3)- +3 Piety, upgrade after 8 points of
StrongFaith
Unquestionable Faith (StrongFaith 4)- +4 Piety, upgrade after 12 points of
StrongFaith

StrongFaith has WaveringFaith as an antitrait.
At the end of any turn, a priest gains a point in StrongFaith with three
triggers:
One, if he has been in the region for fewer than three turns, does not have a
level of StrongFaith yet, and the region's religion shifts eight or more
percent to his faction's religion in that turn, he gains a point of
StrongFaith.
Two, if he has been in the region for fewer than five turns, has one level of
StrongFaith, and the region's religion shifts ten or more percent to his
faction's religion in that turn, he gains a point of StrongFaith with 50%
probability.
Three, if he has been in the region for fewer than five turns, has two levels
of StrongFaith, and the region's religion shifts ten or more percent to his
faction's religion in that turn, he gains a point of StrongFaith with 50%
probability.
They apparently forgot to put in a trigger that could get a priest the fourth
level of StrongFaith.
---
Waning Faith (WaveringFaith 1)- -1 Piety, gained after 1 point of
WaveringFaith
Wavering Faith (WaveringFaith 2)- -2 Piety, upgrade after 2 points of
WaveringFaith
Damaged Faith (WaveringFaith 3)- -3 Piety, upgrade after 3 points of
WaveringFaith
Lost Faith (WaveringFaith 4)- -4 Piety, upgrade after 4 points of
WaveringFaith

WaveringFaith has StrongFaith as an antitrait.
At the end of any turn, a priest gains a point in WaveringFaith with 20%
probability if he has been in the region five or more turns, the region is
less than 60% his faction's religion, the region is 20% or greater heretic,
and the shift to his faction's religion is eight percent or less.
---
Secretly Female (SecretlyFemale 1)- +1 Piety, -1 Eligibility, +1 Purity, -1
Violence, gained after 1 point of SecretlyFemale

A priest gains a point in SecretlyFemale on creation with 3% probability,
excluding priests created by middle-eastern cultures.
---
Orthodox (Dogmatic 1)- -1 Unorthodoxy, gained after 1 point of Dogmatic
Dogmatic (Dogmatic 2)- -2 Unorthodoxy, upgrade after 3 points of Dogmatic
Utterly Dogmatic (Dogmatic 3)- -3 Unorthodoxy, upgrade after 6 points of
Dogmatic

Dogmatic has OpenMinded as an antitrait.
A priest gains a point in Dogmatic with 20% probability if he ends his turn
in a settlement with a cathedral or greater, or with 50% probability if he
has been in the region exactly three turns, the population is more than 85%
his faction's religion, and the religion shift is less than ten percent.
---
Odd Habits (OpenMinded 1)- +1 Unorthodoxy, gained after 1 point of OpenMinded
Open-Minded (OpenMinded 2)- +2 Unorthodoxy, upgrade after 2 points of
OpenMinded
Quite Unorthodox (OpenMinded 3)- +3 Unorthodoxy, epithet "the Unorthodox",
upgrade after 3 points of OpenMinded

OpenMinded has Dogmatic as an antitrait.
A priest gains a point in OpenMinded with 33% probability any time he is
adjacent to a heretic, whether at the end of his turn or the heretic's turn.
In addition, a priest can gain a point in OpenMinded with 20% probability at
the end of any turn in which he is in a region with 40% or less of his own
religion, and has been in that region for more than two turns.
---
Blessedly Lucky (DivineProtection 1)- +1 Violence, gained after 1 point of
DivineProtection
Divine Protection (DivineProtection 2)- +1 Piety, +1 Violence, upgrade after
3 points of DivineProtection
The Chosen One (DivineProtection 3)- +2 Piety, +2 Violence, epithet "the
Chosen", upgrade after 6 points of DivineProtection

DivineProtection has Doomsayer as an antitrait.
A priest gains a point in DivineProtection any time he executes an assassin.
---
Morbid (Doomsayer 1)- +1 Unorthodoxy, -1 Violence, gained after 1 point of
Doomsayer
Forsaken (Doomsayer 2)- +1 Unorthodoxy, -1 Violence, upgrade after 3 points
of Doomsayer
Doomsayer (Doomsayer 3)- +2 Unorthodoxy, -2 Violence, epithet "the
Doomsayer", upgrade after 6 points of Doomsayer

Doomsayer has DivineProtection as an antitrait.
A priest gains a point in Doomsayer any time he suffers an assassination
attempt.
---
Battler of Heresy (Purifier 1)- +1 Piety, +1 Eligibility, +1 Purity, +1
Violence, gained after 1 point of Purifier
Enemy of Heresy (Purifier 2)- +2 Piety, +1 Eligibility, +2 Purity, +2
Violence, upgrade after 3 points of Purifier
Purger of Heresy (Purifier 3)- +3 Piety, +2 Eligibility, +3 Purity, +2
Violence, upgrade after 6 points of Purifier

A priest gains a point in Purifier with one very complicated trigger.  At the
end of any turn in which he is in a region that he has been in for more than
four turns, with a religion shift greater than 10%, a heretic population less
than 5%, and the region has had more than 5% heresy for ten or more turns, he
gains a point in Purifier.
---
Missionary (Missionary 1)- +1 Piety, +1 Eligibility, +1 Purity, -1 Violence,
gained after 1 point of Missionary
Spreader of Faith (Missionary 2)- +2 Piety, +1 Eligibility, +2 Purity, -2
Violence, upgrade after 3 points of Missionary
Beacon of Faith (Missionary 3)- +3 Piety, +2 Eligibility, +3 Purity, -2
Violence, epithet "the Missionary", upgrade after 6 points of Missionary

A priest gains a point in Missionary with another fairly complex trigger.  At
the end of any turn in which he is in a region that he has been in for more
than four turns, with a religion shift greater than 10%, a population of his
own religion greater than 95%, and the region has had less than 95% of his
population for ten or more turns, he gains a point in Missionary.
---
Servant of God (GoodDenouncer 1)- +1 Piety, gained after 1 point of
GoodDenouncer
Enemy of Heretics (GoodDenouncer 2)- +2 Piety, upgrade after 2 points of
GoodDenouncer
Purger of Heretics (GoodDenouncer 3)- +3 Piety, upgrade after 4 points of
GoodDenouncer
Conqueror of Heretics (GoodDenouncer 4)- +4 Piety, upgrade after 8 points of
GoodDenouncer
Grand Inquisitor (GoodDenouncer 5)- +5 Piety, epithet "the Inquisitor",
upgrade after 16 points of GoodDenouncer

GoodDenouncer has BadDenouncer as an antitrait (which is useless since the
one trigger already checks for that).
A priest gains a point in GoodDenouncer when he succeeds on a denouncement if
he does not have one or more levels of BadDenouncer.
---
Poor Prosecutor (BadDenouncer 1)- -1 Piety, gaiend after 1 point of
BadDenouncer
Dubious Denouncer (BadDenouncer 2)- -2 Piety, upgrade after 3 points of
BadDenouncer
Pathetic Prosecutor (BadDenouncer 3)- -3 Piety, upgrade after 6 points of
BadDenouncer

BadDenouncer has GoodDenouncer as an antitrait (which is useless for the same
reasons).
A priest gains a point in BadDenouncer with 33% probability when he fails a
denouncement if he does not have one or more levels of GoodDenouncer.
---
Theologians Guild Apprentice (TheologiansGuildMember 1)- +1 Piety, gained
after 1 point of TheologiansGuildMember
Theologians Guild Journeyman (TheologiansGuildMember 2)- +2 Piety, upgrade
after 2 points of TheologiansGuildMember

A priest gains a point in TheologiansGuildMember on creation if the faction
has a Master Theologians Guild or better, and another point on creation if
the faction has a Grandmaster Theologians Guild.
---
Orthodox Instruction (TheologiansGuildTrained 1)- +1 Piety, gained after 1
point of TheologiansGuildTrained

A priest gains a point in TheologiansGuildTrained if the creating settlement
has a Theologians Guild or better.
---
Mindful of Risks (HighPersonalSecurity 1)- +1 Personal Security, gained after
1 point of HighPersonalSecurity
Healthy Caution (HighPersonalSecurity 2)- +2 Personal Security, upgrade after
2 points of HighPersonalSecurity
Morbidly Mortal (HighPersonalSecurity 3)- +4 Personal Security, upgrade after
3 points of HighPersonalSecurity

A priest cannot naturally gain points in HighPersonalSecurity as the trigger
to increase it requires the character be a general.
---
Unconcerned (LaxPersonalSecurity 1)- -1 Personal Security, gained after 1
point of LaxPersonalSecurity
Lacks Caution (LaxPersonalSecurity 2)- -2 Personal Security, upgrade after 3
points of LaxPersonalSecurity
No Sense of Mortality (LaxPersonalSecurity 3)- -4 Personal Security, upgrade
after 6 points of LaxPersonalSecurity

A priest cannot naturally gain points in LaxPersonalSecurity because the
triggers for this require the traits of "Slothful" or "Trusting", neither of
which a priest can have.
---
HeresyImmunityNC (HeresyImmunityNonCatholic 1)- Immune to becoming heretic,
hidden trait; gained after 1 point of HeresyImmunityNonCatholic

At the end of any turn, a priest gains a point in HeresyImmunityNonCatholic
if they are not Catholic (duh.), have a piety of greater than 5, and do not
have a level yet in HeresyImmunityNonCatholic.
---



Spies (mtgvii)

---
Inconspicuous (GoodSpy 1)- +1 Subterfuge, +1 Line of Sight, gained after 1
point of GoodSpy
Adept Agent (GoodSpy 2)- +2 Subterfuge, +2 Line of Sight, upgrade after 2
points of GoodSpy
Spy (GoodSpy 3)- +3 Subterfuge, +3 Line of Sight, upgrade after 4 points of
GoodSpy
Adept Spy (GoodSpy 4)- +4 Subterfuge, +4 Line of Sight, upgrade after 8
points of GoodSpy
Master Spy (GoodSpy 5)- +5 Subterfuge, +5 Line of Sight, epithet "the
Clever", upgrade after 16 points of GoodSpy

A spy gains one point in GoodSpy on his first successful spy mission.  A spy
with one or more levels in GoodSpy gains a point in GoodSpy with 75%
probability on completion of a spy mission.
---
Conspicuous (BadSpy 1)- -1 Subterfuge, gained after 2 points of BadSpy
Poor Spy (BadSpy 2)- -2 Subterfuge, upgrade after 4 points of BadSpy
Devoid of Subtlety (BadSpy 3)- -3 Subterfuge, upgrade after 6 points of
BadSpy

A spy gains one point in BadSpy with 35% probability on a failed spy mission.
---
Quietly Observant (NaturalSpySkill 1)- +1 Subterfuge, gained after 1 point of
NaturalSpySkill
Spying Talent (NaturalSpySkill 2)- +2 Subterfuge, upgrade after 2 points of
NaturalSpySkill
Natural Spy (NaturalSpySkill 3)- +3 Subterfuge, upgrade after 3 points of
NaturalSpySkill

A spy gains one point in NaturalSpySkill on creation.  He then gains one more
point with 33% probability, and then if he gains that point, he gains another
point with 20% probability.  This makes the probabilities 1(67%), 2(26.4%),
3(6.6%)
---
Plotter (GoodConspirator 1)- +1 Subterfuge, gained after 2 points of
GoodConspirator
Schemer (GoodConspirator 2)- +2 Subterfuge, upgrade after 4 points of
GoodConspirator
Grand Conspirator (GoodConspirator 3)- +3 Subterfuge, upgrade after 8 points
of GoodConspirator

A spy gains one point in GoodConspirator with 20% probability on creation.
He also gains a point with 20% probability each time a city he is in rebels.
---
Poor Plotter (BadConspirator 1)- -1 Subterfuge, gained after 2 points of
GoodConspirator
Silly Schemes (BadConspirator 2)- -2 Subterfuge, upgrade after 4 points of
GoodConspirator
Lost the Plot (BadConspirator 3)- -3 Subterfuge, upgrade after 8 points of
GoodConspirator

A spy cannot naturally gain points in BadConspirator since the trigger
requires a sabotage mission, of which the spy is not capable.
---
Thieves' Guild Apprentice (ThievesGuildMember 1)- +1 Subterfuge, gained after
1 point of ThievesGuildMember
Thieves' Guild Journeyman (ThievesGuildMember 2)- +2 Subterfuge, upgrade
after 2 points of ThievesGuildMember

A spy gains a point in ThievesGuildMember on creation if the faction has a
Master Thieves' Guild or better, and another point if the faction has a
Grandmaster Thieves' Guild.
---
Trained in Espionage (ThievesGuildTrained 1)- +1 Subterfuge, gained after 1
point of ThievesGuildTrained

A spy gains a point in ThievesGuildTrained if the city of their creation has
a Thieves' Guild or better.
---
AgentPiety (AgentPiety 1)- +10 Piety, hidden trait; gained after 1 point of
AgentPiety

A spy gains a point in AgentPiety on creation.
---
Mindful of Risks (HighPersonalSecurity 1)- +1 Personal Security, gained after
1 point of HighPersonalSecurity
Healthy Caution (HighPersonalSecurity 2)- +2 Personal Security, upgrade after
2 points of HighPersonalSecurity
Morbidly Mortal (HighPersonalSecurity 3)- +4 Personal Security, upgrade after
3 points of HighPersonalSecurity

A spy cannot naturally gain points in HighPersonalSecurity as the trigger to
increase it requires the character be a general.
---
Unconcerned (LaxPersonalSecurity 1)- -1 Personal Security, gained after 1
point of LaxPersonalSecurity
Lacks Caution (LaxPersonalSecurity 2)- -2 Personal Security, upgrade after 3
points of LaxPersonalSecurity
No Sense of Mortality (LaxPersonalSecurity 3)- -4 Personal Security, upgrade
after 6 points of LaxPersonalSecurity

A spy cannot naturally gain points in LaxPersonalSecurity because the
triggers for this require the traits of "Slothful" or "Trusting", neither of
which a spy can have.
---








Assassins/Hashashin (mtgviii)

For simplicity's sake, I will refer to both groups as assassins.
---
Hired Blade (GoodAssassin 1)- +1 Subterfuge, gained after 1 point of
GoodAssassin
Assassin (GoodAssassin 2)- +2 Subterfuge, upgrade after 2 points of
GoodAssassin
Murderer (GoodAssassin 3)- +3 Subterfuge, upgrade after 4 points of
GoodAssassin
Adept Assassin (GoodAssassin 4)- +4 Subterfuge, epithet "the Killer", upgrade
after 8 points of GoodAssassin
Master Assassin (GoodAssassin 5)- +5 Subterfuge, epithet "the Killer",
upgrade after 16 points of GoodAssassin

GoodAssassin has BadAssassin as an antitrait.
An assassin gains a point in GoodAssassin when they succeed on an
assassination mission.
---
Killer on Edge (BadAssassin 1)- -1 Subterfuge, gained after 2 points of
BadAssassin
Not an Assassin (BadAssassin 2)- -2 Subterfuge, upgrade after 4 points of
BadAssassin
Not a Killer (BadAssassin 3)- -3 Subterfuge, upgrade after 6 points of
BadAssassin

BadAssassin has GoodAssassin as an antitrait.
An assassin gains a point in BadAssassin with 50% probability when they fail
an assassination mission.
---
Plotter (GoodConspirator 1)- +1 Subterfuge, gained after 2 points of
GoodConspirator
Schemer (GoodConspirator 2)- +2 Subterfuge, upgrade after 4 points of
GoodConspirator
Grand Conspirator (GoodConspirator 3)- +3 Subterfuge, upgrade after 8 points
of GoodConspirator

GoodConspirator has BadConspirator as an antitrait.
An assassin gains a point in GoodConspirator with 20% probability when they
succeed on a sabotage mission.
---
Poor Plotter (BadConspirator 1)- -1 Subterfuge, gained after 2 points of
GoodConspirator
Silly Schemes (BadConspirator 2)- -2 Subterfuge, upgrade after 4 points of
GoodConspirator
Lost the Plot (BadConspirator 3)- -3 Subterfuge, upgrade after 8 points of
GoodConspirator

BadConspirator has GoodConspirator as an antitrait.
An assassin gains a point in BadConspirator with 33% probability when they
fail a sabotage mission.
---
Cold Killer (NaturalAssassinSkill 1)- +1 Subterfuge, gained after 1 point of
NaturalAssassinSkill
Talent for Murder (NaturalAssassinSkill 2)- +2 Subterfuge, upgrade after 2
points of NaturalAssassinSkill
Born to Kill (NaturalAssassinSkill 3)- +3 Subterfuge, upgrade after 3 points
of NaturalAssassinSkill

An assassin gains one point of NaturalAssassinSkill on creation.  He then
gains another point with 33% probability, and if he gains that point, he
gains one more point with 33% probability.  This makes the probabilities
1(67%), 2(22%), 3(11%).
---
Successful Saboteur (GoodSaboteur 1)- +1 Sabotage, gained after 1 point of
GoodSaboteur
Expert Saboteur (GoodSaboteur 2)- +2 Sabotage, upgrade after 4 points of
GoodSaboteur
Master Saboteur (GoodSaboteur 3)- +3 Sabotage, upgrade after 8 points of
GoodSaboteur

Note: somehow, BadSaboteur is -not- an antitrait for GoodSaboteur, so you can
have both.
An assassin gains a point in GoodSaboteur when they succeed on a sabotage
mission.
---
Unsuccessful Saboteur (BadSaboteur 1)- -1 Sabotage, gained after 1 point of
BadSaboteur
Inept Saboteur (BadSaboteur 2)- -2 Sabotage, upgrade after 4 points of
BadSaboteur

An assassin gains a point in BadSaboteur with 50% probability when they fail
a sabotage mission.
---
Assassins' Guild Apprentice (AssassinsGuildMember 1)- +1 Subterfuge, gained
after 1 point of AssassinsGuildMember
Assassins' Guild Journeyman (AssassinsGuildMember 2)- +2 Subterfuge, upgrade
after 2 points of AssassinsGuildMember

An assassin gains a point of AssassinsGuildMember on creation if the faction
has a Master Assassin's Guild or better, and one more point if the faction
has a Grandmaster Assassin's Guild.
---
Hashashins' Guild Apprentice (HashashinsGuildMember 1)- +1 Subterfuge, gained
after 1 point of HashashinsGuildMember
Hashashins' Guild Journeyman (HashashinsGuildMember 2)- +2 Subterfuge,
upgrade after 2 points of HashashinsGuildMember

A hashashin gains a point of HashashinsGuildMember on creation if the faction
has a Master Hashashin's Guild or better, and one more point if the faction
has a Grandmaster Hashashin's Guild.
---
Trained Killer (AssassinsGuildTrained 1)- +1 Subterfuge, gained after 1 point
of AssassinsGuildTrained

An assassin gains a point of AssassinsGuildTrained if the city in which he is
created has an Assassins Guild or better.
---
AgentPiety (AgentPiety 1)- +10 Piety, hidden trait; gained after 1 point of
AgentPiety

An assassin gains one point of AgentPiety on creation.
---
Mindful of Risks (HighPersonalSecurity 1)- +1 Personal Security, gained after
1 point of HighPersonalSecurity
Healthy Caution (HighPersonalSecurity 2)- +2 Personal Security, upgrade after
2 points of HighPersonalSecurity
Morbidly Mortal (HighPersonalSecurity 3)- +4 Personal Security, upgrade after
3 points of HighPersonalSecurity

An assassin cannot naturally gain points in HighPersonalSecurity as the
trigger to increase it requires the character be a general.
---
Unconcerned (LaxPersonalSecurity 1)- -1 Personal Security, gained after 1
point of LaxPersonalSecurity
Lacks Caution (LaxPersonalSecurity 2)- -2 Personal Security, upgrade after 3
points of LaxPersonalSecurity
No Sense of Mortality (LaxPersonalSecurity 3)- -4 Personal Security, upgrade
after 6 points of LaxPersonalSecurity

An assassin cannot naturally gain points in LaxPersonalSecurity because the
triggers for this require the traits of "Slothful" or "Trusting", neither of
which an assassin can have.
---







Diplomats (mtgix)

---
Promising Diplomat (GoodDiplomat 1)- +1 Influence, gained after 1 point of
GoodDiplomat
Good Diplomat (GoodDiplomat 2)- +2 Influence, upgrade after 2 points of
GoodDiplomat
Very Diplomatic (GoodDiplomat 3)- +3 Influence, upgrade after 4 points of
GoodDiplomat
Superb Diplomat (GoodDiplomat 4)- +4 Influence, upgrade after 8 points of
GoodDiplomat
Master of Diplomacy (GoodDiplomat 5)- +5 Influence, upgrade after 16 points
of GoodDiplomat

GoodDiplomat has BadDiplomat as an antitrait.
A diplomat gains a point in GoodDiplomat on a successful bribery or
diplomatic mission.
---
Awkward Diplomat (BadDiplomat 1)- -1 Influence, gained after 2 points of
BadDiplomat
Poor Diplomat (BadDiplomat 2)- -2 Influence, upgrade after 4 points of
BadDiplomat
Undiplomatic (BadDiplomat 3)- -3 Influence, upgrade after 8 points of
BadDiplomat

BadDiplomat has GoodDiplomat as an antitrait
A diplomat gains a point in BadDiplomat on an unsuccessful bribery mission
with 66% probability, or on an unsuccessful diplomatic mission with 33%
probability.
---
Stretches Loyalties (SmoothTalker 1)- -10% Cost to Bribe, gained after 2
points of SmoothTalker
Breaks Loyalties (SmoothTalker 2)- -20% Cost to Bribe, upgrade after 4 points
of SmoothTalker
Changes Loyalties (SmoothTalker 3)- -30% Cost to Bribe, upgrade after 6
points of SmoothTalker

A diplomat gains two points of SmoothTalker on creation with 10% probability,
and one point with 100% probability on a successful bribery mission.
---
Talkative (Talkative 1)- -1 Influence, -5% Cost to Bribe, gained after 2
points of Talkative
Gossips (Talkative 2)- -2 Influence, upgrade after 4 points of Talkative
Utterly Indiscreet (Talkative 3)- -3 Influence, +5% Cost to Bribe, epithet
"the Gossip", upgrade after 8 points of Talkative

Talkative has Secretive as an antitrait.
A diplomat gains a point of talkative on creation with 5% and 20%
probability, and with 10% probability on an unsuccessful bribery mission.
At the end of any turn, a diplomat with one or more levels in Talkative gains
one point of Talkative with 4% probability.
---
Discreet (Secretive 1)- +1 Influence, gained after 1 point of Secretive
Secretive (Secretive 2)- +2 Influence, -5% Cost to Bribe, upgrade after 2
points of Secretive
Impossible to Read (Secretive 3)- +3 Influence, -10% Cost to Bribe, upgrade
after 4 points of Secretive

Secretive has Talkative as an antitrait.
A diplomat gains a point of secretive on creation with 5% and 20%
probability, and with 20% probability on a successful bribery mission.
At the end of any turn, a diplomat with one or more levels in Secretive gains
one point of Secretive with 4% probability.
---
Diplomatic Nature (NaturalDiplomatSkill 1)- +1 Influence, gained after 1
point of NaturalDiplomatSkill
Natural Mediator (NaturalDiplomatSkill 2)- +2 Influence, upgrade after 2
points of NaturalDiplomatSkill
Diplomatic Genius (NaturalDiplomatSkill 3)- +3 Influence, upgrade after 3
points of NaturalDiplomatSkill

A diplomat gains one point of NaturalDiplomatSkill on creation, another point
with 33% probability, and then if he gains the second point, a third point
with 33% probability.  This makes the probabilities 1(67%), 2(22%), 3(11%).
---
Bilingual (Multilingual 1)- +1 Influence, gained after 1 point of
Multilingual
Multilingual (Multilingual 2)- +2 Influence, upgrade after 2 points of
Multilingual
Translator (Multilingual 3)- +3 Influence, upgrade after 4 points of
Multilingual

A diplomat gains a point in Multilingual on creation with 33% probability if
his town's distance to capital is greater than 40, and an additional point
after that with 33% probability.  This makes the probabilities 1(22%),
2(11%).
At the end of any turn in which the diplomat has a distance to capital
greater than 60, he gains one point of Multilingual with 10% probability.
---
Not Dogmatic (ReligiousTolerance 1)- +1 Influence, gained after 1 point of
ReligiousTolerance
Respects other Religions (ReligiousTolerance 2)- +2 Influence, upgrade after
2 points of ReligiousTolerance
Open to all Religions (ReligiousTolerance 3)- +3 Influence, upgrade after 3
points of ReligiousTolerance

ReligiousTolerance has ReligiousIntolerance as an antitrait.
A diplomat gains a point in ReligiousTolerance on creation with 50%
probability if he is in a region with 70% or less of the population as the
faction's religion.  He gains an additional point with 25% probability if he
gains that first point.  This makes the probabilities 1(37.5%), 2(12.5%).
At the end of any turn, a diplomat with one or more levels in
ReligiousTolerance gains another point with 4% probability.
---
Dogmatic Beliefs (ReligiousIntolerance 1)- -1 Influence, gained after 1 point
of ReligiousIntolerance
Religiously Intolerant (ReligiousIntolerance 2)- -2 Influence, upgrade after
2 points of ReligiousIntolerance
Would-be-Inquisitor (ReligiousIntolerance 3)- -3 Influence, upgrade after 3
points of ReligiousIntolerance

ReligiousIntolerance has ReligiousTolerance as an antitrait.
A diplomat gains a point in ReligiousIntolerance on creation with 50%
probability if he is in a region with 80% or greater of the population as the
faction's religion.  He gains an additional point with 25% probability if he
gains the first point.  This makes the probabilities 1(37.5%), 2(12.5%).
At the end of any turn, a diplomat with one or more levels in
ReligiousIntolerance gains another point with 4% probability.
---
Calm (BraveDiplomat 1)- +1 Influence, gained after 1 point of BraveDiplomat
Sworn to Duty (BraveDiplomat 2)- +2 Influence, upgrade after 2 points of
BraveDiplomat
Practically Dauntless (BraveDiplomat 3)- +3 Influence, -1 Personal Security,
upgrade after 3 points of BraveDiplomat

BraveDiplomat has CowardDiplomat as an antitrait.
A diplomat gains a point of BraveDiplomat with 33% probability each time they
execute an assassin.
---
Somewhat Nervous (CowardDiplomat 1)- -1 Influence, gained after 1 point of
CowardDiplomat
Feeling the Risks (CowardDiplomat 2)- -2 Influence, +1 Personal Security,
upgrade after 2 points of CowardDiplomat
Trusts Nobody (CowardDiplomat 3)- -3 Influence, +2 Personal Security, upgrade
after 3 points of CowardDiplomat

CowardDiplomat has BraveDiplomat as an antitrait.
A diplomat gains a point of CowardDiplomat with 33% probability each time
they suffer an assassination attempt.
---
AgentPiety (AgentPiety 1)- +10 Piety, hidden trait; gained after 1 point of
AgentPiety

A diplomat gains 1 point in AgentPiety on creation.
---
Mindful of Risks (HighPersonalSecurity 1)- +1 Personal Security, gained after
1 point of HighPersonalSecurity
Healthy Caution (HighPersonalSecurity 2)- +2 Personal Security, upgrade after
2 points of HighPersonalSecurity
Morbidly Mortal (HighPersonalSecurity 3)- +4 Personal Security, upgrade after
3 points of HighPersonalSecurity

HighPersonalSecurity has LaxPersonalSecurity as an antitrait.
A diplomat cannot naturally gain points in HighPersonalSecurity as the
trigger to increase it requires the character be a general.
---
Unconcerned (LaxPersonalSecurity 1)- -1 Personal Security, gained after 1
point of LaxPersonalSecurity
Lacks Caution (LaxPersonalSecurity 2)- -2 Personal Security, upgrade after 3
points of LaxPersonalSecurity
No Sense of Mortality (LaxPersonalSecurity 3)- -4 Personal Security, upgrade
after 6 points of LaxPersonalSecurity

LaxPersonalSecurity has HighPersonalSecurity and Paranoia as antitraits.
A diplomat cannot naturally gain points in LaxPersonalSecurity because the
triggers for this require the traits of "Slothful" or "Trusting", neither of
which a diplomat can have.
---







Princesses (mtgx)

---
Humble (HumbleWoman 1)- +1 Charm, gained after 1 point of HumbleWoman
Respectful (HumbleWoman 2)- +2 Charm, upgrade after 2 points of HumbleWoman

HumbleWoman has PretentiousWoman as an antitrait.
A princess gets a point in HumbleWoman on creation with 25% chance if her
father has one level in HarshRuler, with 50% chance if her dad has one level
in KindRuler, with 25% chance if her das had more than one level in
Cheapskate, and with 50% chance if the faction treasury is less than 10000
florins.
At the end of any turn in which the treasury is less than 0, she has a 20%
chance to gain another point, and at the end of any turn if she has one point
or more in HumbleWoman, she has a 5% chance of gaining another point.
---</pre><pre id="faqspan-5">
Pretentious (PretentiousWoman 1)- -1 Charm, gained after 1 point of
PretentiousWoman
Utter Snob (PretentiousWoman 2)- -2 Charm, epithet "the Snob", upgrade after
2 points of PretentiousWoman

PretentiousWoman has HumbleWoman as an antitrait, and NoGoingBack level 2.
A princess gets a point in PretentiousWoman on creation, with 50% chance if
her father has one level or more in HarshRuler, with 25% chance if her father
has one level or more in KindRuler, with 50% chance if her father has one
rank or more in ExpensiveTastes, and with 50% chance if the treasury is
greater than 30000.
At the end of any turn in which the treasury is more than 75000 florins, she
has a 20% chance to gain a point, and if the treasury is more than 20000
florins and the princess has one or more points in PretentiousWoman, she
gains another point with 4% probability.

---
Attractive (PrettyWoman 1)- +1 Charm, gained after 1 point of PrettyWoman
Head Turner (PrettyWoman 2)- +2 Charm, upgrade after 2 points of PrettyWoman
Vision of Beauty (PrettyWoman 3)- +3 Charm, +1 Fertility, epithet "the
Beautiful", upgrade after 3 points of PrettyWoman

PrettyWoman has UglyWoman as an antitrait, and NoGoingBack level 1.
A princess gets a point in PrettyWoman on creation with 25% chance, with 25%
chance if her father has one or more points in WifeIsCharming, with 50% and
then 25% chance if her father has one or more levels in Handsome, again with
50% and 25% chance if her father has two or more levels in Handsome, and yet
again with 50% and 25% chance if her father has three or more levels in
Handsome.
---
Flawed Features (UglyWoman 1)- -1 Charm, gained after 1 point of UglyWoman
Hideous (UglyWoman 2)- -2 Charm, -1 Fertility, epithet "the Gorgon", upgrade
after 2 points of UglyWoman

UglyWoman has PrettyWoman as an antitrait, and NoGoingBack level 1.
A princess gets a point in UglyWoman on creation with 5% chance, with 25%
chance if her father has one or more levels in WifeIsHorrid, another with 25%
chance if her father has two or more levels in WifeIsHorrid, with 50% and
then 25% chance if her father has one or more levels in Ugly, again with 50%
and 25% chance if her father has two or more levels in Ugly, and yet again
with 50% and 25% chance if her father has three or more levels in Ugly.
---
Brave Woman (BraveWoman 1)- +1 Charm, +1 Personal Security, gained after 1
point of BraveWoman
Dauntless Woman (BraveWoman 2)- +2 Charm, +2 Personal Security, upgrade after
2 points of BraveWoman

BraveWoman has TimidWoman as an antitrait.
A princess gets a point in BraveWoman each time she executes an assassin.
---
Timid (TimidWoman 1)- -1 Charm, gained after 2 points of TimidWoman
Skittish (TimidWoman 2)- -2 Charm, -1 Personal Security, upgrade after 3
points of TimidWoman
Nuerotic (TimidWoman 3)- -3 Charm, -2 Personal Security, upgrade after 4
points of TimidWoman

Yes, "nuerotic", not "neurotic".
TimidWoman has BraveWoman as an antitrait
A princess gets a point in TimidWoman with 50% probability if she suffers an
assassination attempt.
---
Bruised Confidence (DesperateWoman 1)- -1 Charm, gained after 2 points of
DesperateWoman
Insecure (DesperateWoman 2)- -2 Charm, upgrade after 3 points of
DesperateWoman
Desperate (DesperateWoman 3)- -3 Charm, epithet "the Man Hunter", upgrade
after 4 points of DesperateWoman

DesperateWoman has SpiritedWoman as an antitrait.
A princess gains a point of DesperateWoman at the end of every turn with 4%
probability.
---
Spirited (SpiritedWoman 1)- +1 Charm, gained after 1 point of SpiritedWoman
Engaging (SpiritedWoman 2)- +2 Charm, upgrade after 2 points of SpiritedWoman
Self-serving (SpiritedWoman 3)- -1 Charm, upgrade after 3 points of
SpiritedWoman

SpiritedWoman has DesperateWoman as an antitrait.
A princess gets a point in SpiritedWoman on creation with 15% chance, and
with 50% and 25% chance if her father has one or more levels of Rabblerouser.
A princess gains a point in SpiritedWoman with 8% chance each time she
succeeds at a diplomatic mission.
---
Reliable (FaithfulWoman 1)- +1 Charm, gained after 1 point of FaithfulWoman
Faithful (FaithfulWoman 2)- +2 Charm, upgrade after 2 points of FaithfulWoman
Unquestionably Loyal (FaithfulWoman 3)- +1 Loyalty, +2 Charm, upgrade after 4
points of FaithfulWoman

FaithfulWoman has UnchasteWoman as an antitrait.
A princess gains a point in FaithfulWoman on creation with 50% and 25%
probability if her father has one or more levels in Prim.
---
Suggestive (UnchasteWoman 1)- +1 Charm, gained after 1 point of UnchasteWoman
Scarlet Woman (UnchasteWoman 2)- +2 charm, upgrade after 2 points of
UnchasteWoman
Brazen Hussy (UnchasteWoman 3)- -2 Charm, upgrade after 3 points of
UnchasteWoman

UnchasteWoman has FaithfulWoman and PassionateWoman as antitraits.
A princess gains a point in UnchasteWoman on creation with 50% probability if
her father has one or more levels in Perverted, and with 50% and 25% chance
if her father has one or more levels in Girls.
---
Warm (PassionateWoman 1)- +1 Charm, gained after 1 point of PassionateWoman
Passionate (PassionateWoman 2)- +1 Charm, upgrade after 2 points of
PassionateWoman
Insatiable (PassionateWoman 3)- +2 Charm, +1 Fertility, upgrade after 3
points of PassionateWoman

PassionateWoman has ColdWoman and UnchasteWoman as antitraits.
A princess gains a point in PassionateWoman on creation with 10% probability.
The game designers probably meant for this trait to gain points with a small
percent chance per turn, but that trigger does not seem to be in the game
docs.
---
Intelligent Lady (EducatedWoman 1)- +1 Charm, gained after 1 point of
EducatedWoman
Educated (EducatedWoman 2)- +1 Charm, upgrade after 2 points of EducatedWoman
Scholarly (EducatedWoman 3)- +2 Charm, upgrade after 3 points of
EducatedWoman

EducatedWoman has VapidWoman as an antitrait.
A princess gains a point in EducatedWoman on creation with 25% probability,
with 25% probability if her father has 2 or more levels in Ignorance, with
50% and 25% probability if her father has one or more levels in Intelligent,
and with 50% if her father has two or more levels in Intelligent.
---
Simplistic (VapidWoman 1)- -1 Charm, gained after 1 point of VapidWoman
Vapid (VapidWoman 2)- -1 Charm, upgrade after 2 points of VapidWoman
Total Bimbo (VapidWoman 3)- -2 Charm, epithet "the Dense", upgrade after 3
points of VapidWoman

VapidWoman has EducatedWoman as an antitrait.
A princess gains a point in VapidWoman on creation with 5% probability, with
50% and 25% probability if her father has one or more levels in Ignorance,
with 50% probability if her father has two or more levels in Ignorance, and
with 50% probability if her father has 2 or more levels in Intelligent.
---
Prudish (ColdWoman 1)- -1 Charm, gained after 1 point of ColdWoman
Cold (ColdWoman 2)- -1 Charm, upgrade after 2 points of ColdWoman
Ice Queen (ColdWoman 3)- -2 Charm, -1 Fertility, upgrade after 3 points of
ColdWoman

ColdWoman has PassionateWoman and UglyWoman as antitraits.
A princess gains a point in ColdWoman on creation with 10% probability, and
with 25% probability if her father has one or more levels in Perverted.
---
Tolerant (TolerantWoman 1)- +1 Charm, gained after 1 point of TolerantWoman
Accepting (TolerantWoman 2)- +2 Charm, upgrade after 2 points of
TolerantWoman
Incredibly Accepting (TolerantWoman 3)- +3 Charm, upgrade after 3 points of
TolerantWoman

TolerantWoman has BigotWoman as an antitrait.
A princess gains a point in TolerantWoman on creation with 25% probability if
her father has one or more levels in Xenophobia, and with 50% probability if
her father has one or more levels in Xenophilia.
---
Snobbish (BigotWoman 1)- -1 Charm, gained after 1 point of BigotWoman
Intolerant (BigotWoman 2)- -2 Charm, upgrade after 2 points of BigotWoman
Despises Foreigners (BigotWoman 3)- -3 Charm, upgrade after 3 points of
BigotWoman

BigotWoman has TolerantWoman as an antitrait.
A princess gains a point in BigotWoman on creation with 50% probability if
her father has one or more levels in Xeniphobia, and with 25% probability if
her father has one or more levels in Xenophilia.
---
Potentially Confused (DykeWoman 1)- +1 Charm, gained after 1 point of
DykeWoman
Prefers Women (DykeWoman 2)- -1 Charm, -5 Fertility, upgrade after 2 points
of DykeWoman

DykeWoman has PassionateWoman as an antitrait, and NoGoingBack level 2.
A princess gains a point in DykeWoman on creation with 5% probability.
---
Fecund (FertileWoman 1)- +1 Fertility, gained after 1 point of FertileWoman
Feracious (FertileWoman 2)- +2 Fertility, upgrade after 2 points of
FertileWoman
Always Ripe (FertileWoman 3)- +3 Fertility, upgrade after 3 points of
FertileWoman

FertileWoman has InfertileWoman as an antitrait.
A princess gains a point in FertileWoman with 50% and 25% probability if her
father has one or more levels in Fertile.
---
Infecund (InfertileWoman 1)- -1 Fertility, gained after 1 point of
InfertileWoman
Unprolific (InfertileWoman 2)- -2 Fertility, upgrade after 2 points of
InfertileWoman
Sterile (InfertileWoman 3)- -3 Fertility, upgrade after 3 points of
InfertileWoman

InfertileWoman has FertileWoman as an antitrait.
A princess gains a point in InfertileWoman with 50% and 25% probability if
her father has one or more levels in Infertile, and with 50% and 25%
probability if her father has one or more levels in WifeIsBarren.
---
Just and Fair (FairWoman 1)- +1 Charm, gained after 1 point of FairWoman
Publically Loved (FairWoman 2)- +2 Charm, upgrade after 2 points of FairWoman
People's Princess (FairWoman 3)- +3 Charm, upgrade after 3 points of
FairWoman

FairWoman has HarshWoman as an antitrait.
A princess gains a point in FairWoman on creation with 25% probability if her
father has one or more levels in Authoritarian, and with 50% probability if
her father has one or more levels of NonAuthoritarian.
---
Hard But Fair (HarshWoman 1)- -1 Charm, gained after 1 point of HarshWoman
Harsh Mistress (HarshWoman 2)- -2 Charm, upgrade after 2 points of HarshWoman
Cruel Mistress (HarshWoman 3)- -3 Charm, upgrade after 3 points of HarshWoman

HarshWoman has FairWoman as an antitrait.
A princess gains a point in HarshWoman on creation with 50% probability if
her father has one or more levels in Authoritarian, and with 25% probability
if her father has one or more levels in NonAuthoritarian.
At the end of any turn, a princess has a 4% chance to gain a point in
HarshWoman if she already has one or more levels in HarshWoman.
---
Diplomatic Ability (GoodPrincess 1)- +1 Charm, gained after 1 point of
GoodPrincess
Delicate Diplomat (GoodPrincess 2)- +2 Charm, upgrade after 2 points of
GoodPrincess
Diplomatic Weapon (GoodPrincess 3)- +3 Charm, upgrade after 4 points of
GoodPrincess
Misress of Negotiations (GoodPrincess 4)- +4 Charm, upgrade after 8 points of
GoodPrincess

GoodPrincess has BadPrincess as an antitrait.
A princess gains a point in GoodPrincess each time she succeeds at a
diplomatic mission.
---
Lost in Conversation (BadPrincess 1)- -1 Charm, gained after 2 points of
BadPrincess
Not Diplomatic (BadPrincess 2)- -2 Charm, upgrade after 4 points of
BadPrincess
Royally Offensive (BadPrincess 3)- -3 Charm, upgrade after 6 points of
BadPrincess

BadPrincess has GoodPrincess as an antitrait.
A princess gains a point in BadPrincess with 50% probability each time she
fails a diplomatic mission.
---
Charming Consul (NaturalPrincess 1)- +1 Charm, gained after 1 point of
NaturalPrincess
Natural Negotiator (NaturalPrincess 2)- +2 Charm, upgrade after 2 points of
NaturalPrincess
Born Mediator (NaturalPrincess 3)- +3 Charm, upgrade after 3 points of
NaturalPrincess

A princess gains a point in NaturalPrincess on creation.  She gains an
additional point with 50% probability, and if she gains that point, an
additional point with 20% probability.  This makes the probabilities 1(50%),
2(40%), 3(10%).
---
AgentPiety (AgentPiety 1)- +10 Piety, hidden trait; gained after 1 point of
AgentPiety

A princess gains her point in AgentPiety on creation.
---
Unconcerned (LaxPersonalSecurity 1)- -1 Personal Security, gained after 1
point of LaxPersonalSecurity
Lacks Caution (LaxPersonalSecurity 2)- -2 Personal Security, upgrade after 3
points of LaxPersonalSecurity
No Sense of Mortality (LaxPersonalSecurity 3)- -4 Personal Security, upgrade
after 6 points of LaxPersonalSecurity

LaxPersonalSecurity has HighPersonalSecurity as an antitrait.
A princess cannot gain points naturally in LaxPersonalSecurity because the
triggers for this require the traits of "Slothful" or "Trusting", neither of
which a princess can have.
---
Royal Princess (IAmPrincess 1)- +1 Level(?), hidden trait; gained after 1
point of IAmPrincess

A princess gains a point in IAmPrincess on creation.  No crap.
---








Inquisitors (mtgxi)

---
Intuitive Inquisitor (NaturalInquisitorSkill 1)- +2 Piety, gained after 1
point of NaturalInquisitorSkill
Hunter of Heretics (NaturalInquisitorSkill 2)- +4 Piety, upgrade after 2
points of NaturalInquisitorSkill
Born Inquisitor (NaturalInquisitorSkill 3)- +6 Piety, upgrade after 3 points
of NaturalInquisitorSkill

An inquisitor gets the first point in this for free on creation.  The second
point comes with 33% probability, and the third comes with 22% probability.
Thus, the probabilities are 1(67%), 2(25.8%), 3(7.2%).
---
Servant of God (GoodDenouncer 1)- +1 Piety, gained after 1 point of
GoodDenouncer
Enemy of Heretics (GoodDenouncer 2)- +2 Piety, upgrade after 2 points of
GoodDenouncer
Purger of Heretics (GoodDenouncer 3)- +3 Piety, upgrade after 4 points of
GoodDenouncer
Conqueror of Heretics (GoodDenouncer 4)- +4 Piety, upgrade after 8 points of
GoodDenouncer
Grand Inquisitor (GoodDenouncer 5)- +5 Piety, upgrade after 16 points of
GoodDenouncer

Like a priest, an inquisitor will gain 1 point in GoodDenouncer with each
successful denouncement, if they do not have any points in BadDenouncer.
---
Poor Prosecutor (BadDenouncer 1)- -1 Piety, gaiend after 1 point of
BadDenouncer
Dubious Denouncer (BadDenouncer 2)- -2 Piety, upgrade after 3 points of
BadDenouncer
Pathetic Prosecutor (BadDenouncer 3)- -3 Piety, upgrade after 6 points of
BadDenouncer

Also like a priest, an inquisitor will gain 1 point in BadDenouncer with 33%
probability with each unsuccessful denouncement if they do not have any
points in GoodDenouncer.
---
Somewhat Fair (FairProsecutor 1)- -1 Piety, gained after 1 point of
FairProsecutor
Fair and Just (FairProsecutor 2)- -2 Piety, upgrade after 2 points of
FairProsecutor

An inquisitor gets a point in FairProsecutor if the pope at the time of the
agent's creation has a purity greater than 0.  He also gets a point if the
pope at the time of his creation has a violence less than 0.
---
Somewhat Unjust (UnfairProsecutor 1)- +1 Piety, gained after 1 point of
UnfairProsecutor
unfair and Unjust (UnfairProsecutor 2)- +2 Piety, upgrade after 2 points of
UnfairProsecutor

An inquisitor gets a point in UnfairProsecutor if the pope at the time of his
creation has a purity less than 0, and a point if the pope has a violence
greater than 0.
---
Growing Conviction (GrowingConviction 1)- +1 Piety, gained after 1 point of
GrowingConviction
Strengthened Resolve (GrowingConviction 2)- +2 Piety, upgrade after 2 points
of GrowingConviction
Feeling Invulnerable (GrowingConviction 3)- +3 Piety, upgrade after 4 points
of GrowingConviction

An inquisitor gains a point in GrowingConviction each time they execute an
assassin.
---
Waning Conviction (WaningConviction 1)- -1 Piety, gained after 1 point of
WaningConviction
Questioning Cause (WaningConviction 2)- -2 Piety, upgrade after 2 points of
WaningConviction
Feeling Vulnerable (WaningConviction 3)- -3 Piety, upgrade after 4 points of
WaningConviction

An inquisitor gains a point in WaningConviction with 33% probability each
time they suffer an assassination attempt.
---
StrikeThree (InquisitorFailure 1)- -15 Piety, hidden trait; gained after 3
points of InquisitorFailure

An inquisitor gains a point in InquisitorFailure each time they fail to
denounce a character.
---
Three Victims (InquisitorSuccess 1)- -15 Piety, hidden trait; upgrade after 3
points of InquisitorSuccess

An inquisitor gains a point in InquisitorSuccess each time they succeed in
denouncing a character.
---







Heretics (mtgxii)

---
Servant of God (GoodDenouncer 1)- +1 Piety, gained after 1 point of
GoodDenouncer
Enemy of Heretics (GoodDenouncer 2)- +2 Piety, upgrade after 2 points of
GoodDenouncer
Purger of Heretics (GoodDenouncer 3)- +3 Piety, upgrade after 4 points of
GoodDenouncer
Conqueror of Heretics (GoodDenouncer 4)- +4 Piety, upgrade after 8 points of
GoodDenouncer
Grand Inquisitor (GoodDenouncer 5)- +5 Piety, upgrade after 16 points of
GoodDenouncer

A heretic cannot naturally gain points in GoodDenouncer, but when a priest
turns into a heretic, a trigger adds -200 points to GoodDenouncer if it was
above 0.
---
Poor Prosecutor (BadDenouncer 1)- -1 Piety, gaiend after 1 point of
BadDenouncer
Dubious Denouncer (BadDenouncer 2)- -2 Piety, upgrade after 3 points of
BadDenouncer
Pathetic Prosecutor (BadDenouncer 3)- -3 Piety, upgrade after 6 points of
BadDenouncer

Likewise, a heretic cannot naturally gain points in BadDenouncer, but when a
priest turns into a heretic, a trigger adds -200 points to BadDenouncer if it
was above 0.
---
Growing Conviction (GrowingConviction 1)- +1 Piety, gained after 1 point of
GrowingConviction
Strengthened Resolve (GrowingConviction 2)- +2 Piety, upgrade after 2 points
of GrowingConviction
Feeling Invulnerable (GrowingConviction 3)- +3 Piety, upgrade after 4 points
of GrowingConviction

A heretic gains a point in GrowingConviction each time they execute an
assassin.
---
Waning Conviction (WaningConviction 1)- -1 Piety, gained after 1 point of
WaningConviction
Questioning Cause (WaningConviction 2)- -2 Piety, upgrade after 2 points of
WaningConviction
Feeling Vulnerable (WaningConviction 3)- -3 Piety, upgrade after 4 points of
WaningConviction

A heretic gains a point in WaningConviction each time they suffer an
assassination attempt.
---
New Faith (NaturalHereticSkill 1)- +1 Piety, gained after 1 point of
NaturalHereticSkill
New Conviction (NaturalHereticSkill 2)- +2 Piety, upgrade after 2 points of
NaturalHereticSkill
Spiritually Reborn (NaturalHereticSkill 3)- +3 Piety, upgrade after 3 points
of NaturalHereticSkill

There is an error on the triggers for when a priest becomes a heretic.  As it
is, a heretic gains 1 point in NaturalHereticSkill if the priest's piety was
less than 1.  Then, it gains another point with 50% probability, and if it
gained that point, it gains one final point at 20% probability.  This leaves
the probabilities at 1(50%), 2(40%), 3(10%).

When a heretic is spawned, it gains 1 point in NaturalHereticSkill
automatically.  Points 2 and 3 are then gained with 33% probability.  This
leaves the probabilities at 1(66%), 2(22%), 3(11%).
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Growing Faith (StrongFaith 1)- +1 Piety, gained after 1 point of StrongFaith
Strong Faith (StrongFaith 2)- +2 Piety, upgrade after 4 points of StrongFaith
Shining Faith (StrongFaith 3)- +3 Piety, upgrade after 8 points of
StrongFaith
Unquestionable Faith (StrongFaith 4)- +4 Piety, upgrade after 12 points of
StrongFaith

A heretic cannot gain points naturally in StrongFaith, but upon conversion
from a priest to heretic, a trigger adds -100 points to StrongFaith if it was
above 0.
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Battler of Heresy (Purifier 1)- +1 Piety, +1 Eligibility, +1 Purity, +1
Violence, gained after 1 point of Purifier
Enemy of Heresy (Purifier 2)- +2 Piety, +1 Eligibility, +2 Purity, +2
Violence, upgrade after 3 points of Purifier
Purger of Heresy (Purifier 3)- +3 Piety, +2 Eligibility, +3 Purity, +2
Violence, upgrade after 6 points of Purifier

Likewise, a heretic cannot gain points naturally in Purifier, but upon
conversation from priest to heretic, a trigger adds -200 points to Purifier
if it was above 0.
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Witches (mtgxiii)

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Little Aptitude (NaturalWitchSkill 1)- +1 Magic, gained after 1 point of
NaturalWitchSkill
Some Aptitude (NaturalWitchSkill 2)- +2 Magic, upgrade after 2 points of
NaturalWitchSkill
Great Aptitude (NaturalWitchSkill3)- +3 Magic, upgrade after 3 points of
NaturalWitchSkill
Powerful Channeler (NaturalWitchSkill 4)- +4 Magic, upgrade after 4 points of
NaturalWitchSkill
Creature of Dark Arts (NaturalWitchSkill 5)- +5 Magic, upgrade after 5 points
of NaturalWitchSkill

There is an error in the triggers for NaturalWitchSkill that make it
impossible for a witch to have more than 1 point in it at creation.  A witch
gains 1 point in NaturalWitchSkill for free, and then the triggers check- if
a witch has 2 or more levels, it adds one point with 50% probability, then if
3 or greater, it adds one point with 33% probability, and then if 4 or
greater, it adds one point with 33% probability.  Presumably the intent was
to add levels 2 and 3 with 50% probability (each) and levels 4 and 5 with 33%
probability, making the final probabilities 1(50%), 2(25%), 3(16.8%),
4(5.5%), 5(2.7%), but as it is, the probability is 1(100%).
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Agitated (Wrath 1)- +2 Magic, gained after 1 point of Wrath
Angry (Wrath 2)- +4 Magic, upgrade after 2 points of Wrath
Seething with Rage (Wrath 3)- +6 Magic, upgrade after 3 points of Wrath

A witch gains 1 point in Wrath each time she survives an assassination
attempt.
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No Wrath (Unwrath 1)- -1 Command when commanding gunpowder units, hidden
skill; gained after 20 points of Unwrath

WHAT THE HELL?!?  A witch gains 1 point in Unwrath each time she executes an
assassin after a failed assassination attempt.  But... WHAT THE HELL!?

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Version History (mtgxiv)

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Version 1.00- 09-13-07.  Uploaded to gamefaqs.




Copyright (mtgxv)

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Copyright 2007 Daniel Thompson
This may be not be reproduced under any circumstances except for personal,
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violation of copyright.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.