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    Character Trait Guide by Salisian

    Version: 1.00 | Updated: 09/13/07 | Printable Version | Search This Guide

    Medieval 2: Total War
    Traits Guide
    -by Salisian
    
    (So I didn't want to make an ascii macro.  Sue me.)
    
    
    Table of Contents:
    ---
    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)
    ---
    
    
    
    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/isian@hotmail.com (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.
    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 
    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 
    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.
    ---
    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%).
    ---
    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.
    ---
    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.
    ---
    
    
    
    
    
    
    
    Witches (mtgxiii)
    
    ---
    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%).
    ---
    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.
    ---
    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!?
    
    ---
    
    
    
    
    
    
    
    
    Version History (mtgxiv)
    
    ---
    Version 1.00- 09-13-07.  Uploaded to gamefaqs.
    
    
    
    
    Copyright (mtgxv)
    
    ---
    Copyright 2007 Daniel Thompson
    This may be not be reproduced under any circumstances except for personal, 
    private use. It may not be placed on any web site or otherwise distributed 
    publicly without advance written permission. Use of this guide on any other 
    web site or as a part of any public display is strictly prohibited, and a 
    violation of copyright.
    All trademarks and copyrights contained in this document are owned by their 
    respective trademark and copyright holders.