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CorpusIurisCivilis

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Hi, this is my first foyer into proper modding, before i only used to edit/tweek already existing mods, but i've been wanting to create this little mod for a while. I know the CK2 WIKI offers a guide on how to create a culture, but i feel like only the community could help me with the more complicated/intricate parts of modding a culture. ie adding special retinues, landed titles or specific unit models.

For those who don't know what the Bactrian culture is...a short summury...Bactrians where a sort of Greek/Indian/Persian people, Bactria itself was a successor state of Alexander the Great's Empire and would occupy the kingdoms of Afghanistan and Khiva in-game.

SOOOOO the current state of the Bactrian Culture Mod is...Bactrian Culture is found under the Byzantine Culture Group. They use a mix of Greek and Persian names that i handpicked from their respective lists only choosing those that would fit better toghether. Finnaly their Dynasty Prefix is simply "the".

Yet i can't decide whether the character models should be Persian or Rajput, the clothes will be the standard byzantine clothes though. Another issue is which unit moddels will the culture use...if i can even decide that. Finally there are two things i still want to do but just don't know how to do it...those would be adding a unique "pikeme and heavy cavalry" retinue as well as possibly title names for b/c/d/k tier lords.

Anyone's help is more then welcomed. Please comment bellow and join in on the fun!
 

moscal

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Yet i can't decide whether the character models should be Persian or Rajput,
IMO Rajput.

Another issue is which unit moddels will the culture use...if i can even decide that.
All will be wrong, so maybe infantry units from BYZ-pack and cavalry units from PER-pack.

.those would be adding a unique "pikeme and heavy cavalry" retinue as well as possibly title names for b/c/d/k tier lords.
Retinue

...\Crusader Kings II\common\retinue_subunits

Create new file eg. mymod_retinue.txt. Inside eg.
Code:
RETTYPE_CUL_BACTRIA =
{
    first_type = 2
   first_amount = 100
   
   second_type = 4
   second_amount = 50
   
   potential = {
       is_nomadic = no
       culture = bactrian
   }
   
   modifier = {
       pikemen_defensive = 0.4
       pikemen_offensive = 0.2
   }
}

To titles - inside localization files you write eg,

Code:
count_bactrian;BCount;;;;;;;;;;;;;x
baron_bactrian;BBaron;;;;;;;;;;;;;x
duke_bactrian;BDuke;;;;;;;;;;;;;x
king_bactrian;BKing;;;;;;;;;;;;;x
emperor_bactrian;BEmperor;;;;;;;;;;;;;x
county_of_bactrian;BCountry of;;;;;;;;;;;;;x
duchy_of_bactrian;BDuchy of;;;;;;;;;;;;;x
kingdom_of_bactrian;BKingdom of;;;;;;;;;;;;;x
empire_bactrian;BEmpire of;;;;;;;;;;;;;x
 

CorpusIurisCivilis

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IMO Rajput.


All will be wrong, so maybe infantry units from BYZ-pack and cavalry units from PER-pack.


Retinue

...\Crusader Kings II\common\retinue_subunits

Create new file eg. mymod_retinue.txt. Inside eg.
Code:
RETTYPE_CUL_BACTRIA =
{
    first_type = 2
   first_amount = 100
  
   second_type = 4
   second_amount = 50
  
   potential = {
       is_nomadic = no
       culture = bactrian
   }
  
   modifier = {
       pikemen_defensive = 0.4
       pikemen_offensive = 0.2
   }
}

To titles - inside localization files you write eg,

Code:
count_bactrian;BCount;;;;;;;;;;;;;x
baron_bactrian;BBaron;;;;;;;;;;;;;x
duke_bactrian;BDuke;;;;;;;;;;;;;x
king_bactrian;BKing;;;;;;;;;;;;;x
emperor_bactrian;BEmperor;;;;;;;;;;;;;x
county_of_bactrian;BCountry of;;;;;;;;;;;;;x
duchy_of_bactrian;BDuchy of;;;;;;;;;;;;;x
kingdom_of_bactrian;BKingdom of;;;;;;;;;;;;;x
empire_bactrian;BEmpire of;;;;;;;;;;;;;x

Oh my lord thank you so much for your help...idk how to repay you m8...i'll get to work at once...btw how does one go around using the various unit models and setting all that up so that the culture uses those moddels? if im making sense of course.
 

spendabuck

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I'd disagree with @moscal; I think that Bactrian characters should use Persian portraits, as Bactria was located more in Afghanistan as opposed to India. However, I also think that the culture should use more Indian names as well as Greek/Persian names to show cultural influences from India.

Also, I realize that it's your mod, so it's up to you, but it could also be interesting to make an Indo-Hellenic religion, which would syncretize Hellenic religion, Zoroastrianism, Buddhism, and Hinduism. You could check to see if the modders of Lux Invicta would let you port their Indo-Hellenic religion for the mod.
 

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Code:
byzantine = {
    graphical_cultures =  { easterngfx }
    
    bactrian = {
        graphical_cultures = { persiangfx }
        
        color = { 0.8 0.8 0.4 }

        male_names = {
            Abbas Abolhassan Afshar_Afshar Ahmad_Ahmad Akbar_Akbar Ali Allahyar Amin Anushirvan_Anushirvan Aram Ardahan_Ardahan Ardavan_Ardavan Ardeshir_Ardeshir Assad Aurang Ayeshah Babak_Babak
            Bahram_Bahram Bakhtiar_Bakhtiar Behrad Behrouz Bozorg Danush_Danush Darab Dariush_Darius Davud_David Djamasp Ebrahim_Abraham Ehsan Esfandiar_Esfandiar Eskander_Alexander Esma'il_Ismail
            Farroukh_Farroukh Farrukhzad_Farrukhzad Farzad_Farzad Fath Ferdows_Ferdows Fereedun_Feridun Ghobad Gholam Godarz Goshtasb_Goshtasb Hafez Hassan_Hasan Hazarasp_Hazarasp Hedayat
            Humayun Jahandar_Jahandar Jahangir_Jahangir Jahanshah_Jahanshah Jamshid_Jamshid Javeed_Javeed Kambiz Kamran Kavoos_Kavoos Keyghobad Keykhosrau_Keykhosrau Kharmandar_Kharmandar
            Khudayar_Khudayar Khurshid_Khurshid Kurush_Cyrus Mahmud Manuchihr_Manuchihr Manushihr_Manushihr Marzuban_Marzuban Mashad_Mashad Maziar Mehrab Mehrzad Mohammed_Muhammad Morad_Morad
            Pujman Reza Rostam_Rostam Ruhollah Sadri Salman Shahab_Shahab Shahbaz_Shahbaz Shahin_Shahin Shahram_Shahram Shahrokh_Sharokh Shahruz_Shahruz Shahryar_Shahryar Shapur_Shapur
            Vali Vandad Varshasb_Varshasb Vishtasb_Vishtasb Yazdegerd Yousef_Joseph Zahak Zakaria Zand Zartosht_Zartosht Zia Timotheos Tryphon Valerios_Valerius Zacharias Zenobios Zenon
            Adrianos_Adrian Akakios Alexandros_Alexander Alexios_Alexis Anastasios_Anastasius Andronikos_Andronicus Anthemios Anthimos Arsenios Artemios Athanasios_Athanasius Bardas
            Bartholomaios_Bartolomeus Basileios_Basil Belisarios_Belisarius Boethios Bosporios Christophoros_Christopher Chrysanthos Chrysogonos Damianos Pashang_Pashang Peroz_Peroz
            Eugenios Euphemios Eusebios Eustathios_Eustace Evangelos Gerasimos Hektorios Helias Herakleios_Heracles Hierotheos Himerios Loukas Makarios Manuel Markos_Marcus
            Hippolytos Hypatios Iakobos_Jacob Ignatios_Ignatius Innokentios Ioannikios Iordanes Ioseph_Joseph Isaakios Isaias Isidoros Serapion Sebastianos_Sebastian Sergios_Sergius
            Kallinikos Kallistos Komitas Kosmas_Cosmas Kyriakos Kyrillos_Cyril Kyros Laurentios_Laurence Lazaros Leon_Leo Leontios_Leontius Theophanes Theophilos Theophylaktos
            Maurikios Meletios Methodios Michael_Michael Narses Neophytos Nikephoros Niketas Nikodemos Nikolaos_Nicholas Niphon Pamphilios Pankratios Pantoleon Paschalis
            Pelagios_Pelagius Philaretos Philippos_Philip Philotheos Phokas Photios Polykarpos Porphyrios Prokopios_Procopius Pyrros Raphail Sabas Samuel_Samuel
            Staurakios Symeon_Simon Symmachos_Symmachus Theocharistos Theodoros_Theodore Theodosios_Theodosios Theodotos_Theodat Theodoulos Theoktistos Bahman
            Demetrios_Demetrius Diogenes Dionysios_Dionysus Dorotheos Eirenaios Eudoxios Eustratios Shayan_Shayan Sina Tahmasb_Tahmasb Vahhab_Vahhab Vahid
            Morteza Mozaffar Nard Naveed Nawid Nezam Parviz Khashayar_Khashayar Kavadh Khodadad_Khodadad Khosrau_Khosrau Faramarz_Faramarz Faraz_Faraz Fareed_Farid
            Farhad_Farhad Fariborz_Fariborz Hormazd_Hormazd Hormoz Hossein_Hossein Hooshyar_Hooshyar
        }
        female_names = {
            Afsaneh Ahu Arghavan Azarmidokht Asa Azadeh Bahar Banafsheh Behnaz Burandokht Darya Delaram Delbar Dinah Donya Elham Elnaz Farah Fareedeh Farnaz Farrin Farva
            Furuzan Ghamze Ghazal Ghoncheh_Ghoncheh Golbahar_Golbahar Golnaz_Golnaz Golpari Golshan Hamdam Hurmat Irandokht Jamileh Javaneh Leila Mahdokht Mahtab Mariam_Mariam
            Navvaba Nazgol_Nazgol Nazilla Noor Parvaneh_Parvaneh Parvin Pertevniyal Pourandokht_Pourandokht Roshanora Roxana Salomeh Shahrzad Shahzadeh Shirin Soraya Touran
            Tourandokht Yasaman Yekta Zarrindokht Zeynab Zohreh Alexandra Alexeia Anastasia_Anastasia Anna_Anna Anthe Anthousa Antipatra Athanasia Barbara Basillike
            Chrysogone Damiane Demetra Dionysia Dorothea_Dorothy Aigidia Eirene_Irene Elaiodora Epiphania Eudokia_Eudocia Eudoxia Eugenia Eulalia Eunike Euphemia
            Eupraxia Eusebia Eustathia Evanthia Gabrielia Garyphallia Helene_Helen Hypatia Ioanna_Joan Kale Kyra Kyriake Pulcheria_Pulcheria Rhodanthe
            Leontia Margarita_Margaret Maria_Maria Markia_Marcia Martha_Martha Melissa_Melisende Nikarete Nikoletta Nonna Parthena Pavlina_Paulina
            Simonis Sophia_Sophia Stephania_Stephania Thekla Theochariste Theodora_Theodora Theodosia_Theodosia Theognosia Theoktiste Theophano Thomais
            Adriane_Adriana Agathe_Agatha Agne_Agnes Aikaterine Euphrasia Euphrosyne_Euphrosyne Sergia_Sergia Sibylla_Sibylla Pelagia Petronia_Petronia
            Valeria_Valeria Viviana_Viviana Xene Zenobia Zoe Philippa_Philippa Phyllis
        }
        
        from_dynasty_prefix = "of "

        # Chance of male children being named after their paternal or maternal grandfather, or their father. Sum must not exceed 100.
        pat_grf_name_chance = 50
        mat_grf_name_chance = 50
        father_name_chance = 0
        
        # Chance of female children being named after their paternal or maternal grandmother, or their mother. Sum must not exceed 100.
        pat_grm_name_chance = 50
        mat_grm_name_chance = 50
        mother_name_chance = 0
        
        disinherit_from_blinding = yes

        modifier = default_culture_modifier
    }
}

How does it look so far?
 

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Code:
baron_bactrian;Maistor;;;;;;;;;;;;;x
count_bactrian;Komes;;;;;;;;;;;;;x
duke_bactrian;Doux;;;;;;;;;;;;;x
king_bactrian;Exarch;;;;;;;;;;;;;x
emperor_bactrian;Archon;;;;;;;;;;;;;x
barony_of_bactrian;Demos of;;;;;;;;;;;;;x
county_of_bactrian;Komiteia of;;;;;;;;;;;;;x
duchy_of_bactrian;Doukaton of;;;;;;;;;;;;;x
kingdom_of_bactrian;Exarchate of;;;;;;;;;;;;;x
empire_bactrian;Empire of;;;;;;;;;;;;;x

Also here are the titles slightly edited...thanks again #moscal
 

spendabuck

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The name list looks good, but quite a few of the names look more Arabic or Islamic than Persian; they were probably included in the Persian name list due to the fact that, by the start of the game, Persia had been under Islamic rule for at least a century. I'd remove some of the more Arabic/Islamic names (Muhammad, Abbas, etc.), and possibly some of the other names originating from Abrahamic characters as well (Samuel, Michael, etc.) if you're going to be making the new religion. Also, again, I'd add in some Indian names to show the influence Indian culture had on the Bactrians.
 

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The name list looks good, but quite a few of the names look more Arabic or Islamic than Persian; they were probably included in the Persian name list due to the fact that, by the start of the game, Persia had been under Islamic rule for at least a century. I'd remove some of the more Arabic/Islamic names (Muhammad, Abbas, etc.), and possibly some of the other names originating from Abrahamic characters as well (Samuel, Michael, etc.) if you're going to be making the new religion. Also, again, I'd add in some Indian names to show the influence Indian culture had on the Bactrians.

Thank you...and ill comb through the list again!

Code:
    #######################################################
    #######################################################
    #####                                              #####
    #####                    Bactria                      #####
    #####                                              #####
    #######################################################
    #######################################################

objectTypes = {
    
    EMFXActorType = {
        name = "byzantinegfx_LIGHT_INFANTRY"
        actorfile = "gfx\models\Byzantine_Light_Infantry.xac"
        
         idle   = "gfx\models\Infantry_2_Idle.xsm"
         move   = "gfx\models\Infantry_2_Moving.xsm"
         attack = "gfx\models\Infantry_2_Attack.xsm"
        
        scale = 1.0f
    }
    
    EMFXActorType = {
        name = "byzantinegfx_LIGHT_INFANTRY_weapon"
        actorfile = "gfx\models\Attachments\byzantine_sword.xac"
        scale = 1.0f
    }
        
    EMFXActorType = {
        name = "byzantinegfx_LIGHT_INFANTRY_helmet"
        actorfile = "gfx\models\Attachments\Helmet_01.xac" 
        scale = 0.000001f
    }
        
    EMFXActorType = {
        name = "byzantinegfx_LIGHT_INFANTRY_shield"
        actorfile = "gfx\models\Attachments\byzantine_light_infantry_shield.xac"
        scale = 1.0f
    }
        
    EMFXActorType = {
        name = "byzantinegfx_PIKEMEN"
        actorfile = "gfx\models\Byzantine_Pikeman.xac"
        
        idle   = "gfx\models\pikeman_idle.xsm"
        move   = "gfx\models\Pikeman_Moving.xsm"
        attack = "gfx\models\Pikeman_Attack.xsm"
        
        scale = 1.0f
    }
    
    EMFXActorType = {
        name = "byzantinegfx_PIKEMEN_weapon"
        actorfile = "gfx\models\Attachments\byzantine_guisarme.xac"
        scale = 1.0f
    }
        
        EMFXActorType = {
        name = "byzantinegfx_PIKEMEN_helmet"
        actorfile = "gfx\models\Attachments\Helmet_01.xac" 
        scale = 0.00001f
    }
    
    EMFXActorType = {
        name = "byzantinegfx_PIKEMEN_shield"
        actorfile = "gfx\models\Attachments\byzantine_pikeman_shield.xac"
        scale = 0.000001f
    }
    
    EMFXActorType = {
        name = "byzantinegfx_ARCHERS"
        actorfile = "gfx\models\byzantine_archer.xac"
        
        
        idle   = "gfx\models\Archer_2_Idle.xsm"
        move   = "gfx\models\Archer_2_Moving.xsm"
        attack = "gfx\models\Archer_2_Attack.xsm"
        
        scale = 1.0f
    }
    
    EMFXActorType = {
        name = "byzantinegfx_ARCHERS_weapon"
        actorfile = "gfx\models\Attachments\Arrow.xac"
        
        idle   = "gfx\models\Attachments\Arrow_idle.xsm"
        move   = "gfx\models\Attachments\Arrow_idle.xsm"
        attack = "gfx\models\Attachments\Arrow_attack.xsm"
        
        scale = 1.0f
    }
    
    EMFXActorType = {
        name = "byzantinegfx_ARCHERS_shield"
        actorfile = "gfx\models\Attachments\byzantine_bow.xac"
        
        idle   = "gfx\models\Attachments\Bow_idle.xsm"
        move   = "gfx\models\Attachments\Bow_idle.xsm"
        attack  = "gfx\models\Attachments\byzantine_bow_attack.xsm"
        
        scale = 1.0f
    }   
    
        
    EMFXActorType = {
        name = "byzantinegfx_ARCHERS_helmet"
        actorfile = "gfx\models\Attachments\Helmet_01.xac" 
        scale = 0.000001f
    }


    EMFXActorType = {
        name = "byzantinegfx_HEAVY_INFANTRY"
        actorfile = "gfx\models\Byzantine_Heavy_Infantry.xac"
        
         idle   = "gfx\models\Infantry_2_Idle.xsm"
         move   = "gfx\models\Infantry_2_Moving.xsm"
         attack = "gfx\models\Infantry_2_Attack.xsm"
        
        scale = 1.0f
    }
    

    
    EMFXActorType = {
        name = "byzantinegfx_HEAVY_INFANTRY_weapon"
        actorfile = "gfx\models\Attachments\byzantine_heavy_infantry_axe.xac"

        scale = 1.0f
    }

    EMFXActorType = {
        name = "byzantinegfx_HEAVY_INFANTRY_shield"
        actorfile = "gfx\models\Attachments\byzantine_heavy_infantry_shield.xac"
        scale = 1.0f
    }
    
    EMFXActorType = {
        name = "byzantinegfx_HEAVY_INFANTRY_helmet"
        actorfile = "gfx\models\Attachments\Helmet_01.xac"
        scale = 0.00001f
    }   

    
    EMFXActorType = {
        name = "persiangfx_LIGHT_CAVALRY_rider"
        actorfile = "gfx\models\persian_light_cavalry.xac"
        
         idle   = "gfx\models\persian_light_cavalry_2_idle.xsm"
         move   = "gfx\models\persian_light_cavalry_2_moving.xsm"
         attack = "gfx\models\persian_light_cavalry_2_attack.xsm"
        
        scale = 0.9f
    }
    
    
    EMFXActorType = {
        name = "persiangfx_LIGHT_CAVALRY"
        actorfile = "gfx\models\persian_horse_light.xac"
        
        idle   = "gfx\models\persian_horse_2_idle.xsm"
        move   = "gfx\models\persian_horse_2_moving.xsm"
        attack = "gfx\models\persian_horse_2_attack.xsm"
        
        scale = 0.9f
    }
    
    
    EMFXActorType = {
        name = "persiangfx_LIGHT_CAVALRY_helmet"
        actorfile = "gfx\models\Attachments\Helmet_03.xac"
        scale = 0.000001f
    }
    
    EMFXActorType = {
        name = "persiangfx_LIGHT_CAVALRY_shield"
        actorfile = "gfx\models\attachments\persian_shield_heavy.xac"
        scale = 0.00001f
    }
    
        EMFXActorType = {
        name = "persiangfx_LIGHT_CAVALRY_weapon"
        actorfile = "gfx\models\attachments\persian_spear.xac"
        
        scale = 1.0f
    }
    
    
    #### Heavy Cavalry Knight
    
    EMFXActorType = {
        name = "persiangfx_KNIGHTS_rider"
        actorfile = "gfx\models\persian_heavy_infantry.xac"
        
         idle   = "gfx\models\persian_heavy_cavalry_2_idle.xsm"
         move   = "gfx\models\persian_heavy_cavalry_2_moving.xsm"
         attack = "gfx\models\persian_heavy_cavalry_2_attack.xsm"
        
        scale = 1.0f
    }
    
    
    EMFXActorType = {
        name = "persiangfx_KNIGHTS"
        actorfile = "gfx\models\persian_heavy_horse.xac"
        
        idle   = "gfx\models\persian_horse_2_idle.xsm"
        move   = "gfx\models\persian_horse_2_moving.xsm"
        attack = "gfx\models\persian_horse_2_attack.xsm"
        
        scale = 1.0f
    }
    
    
    EMFXActorType = {
        name = "persiangfx_KNIGHTS_helmet"
        actorfile = "gfx\models\Attachments\Helmet_03.xac"
        scale = 0.000001f
    }
    
    EMFXActorType = {
        name = "persiangfx_KNIGHTS_shield"
        actorfile = "gfx\models\attachments\persian_shield_heavy_cav.xac"
        scale = 1.2f
    }
    
    EMFXActorType = {
        name = "persiangfx_KNIGHTS_weapon"
        actorfile = "gfx\models\attachments\persian_sword.xac"
        
        scale = 1.2f
    }
    
    
    
    
    
    
    EMFXActorType = {
        name = "persiangfx_horse_archers_rider"
        actorfile = "gfx\models\persian_archer.xac"
        
        idle   = "gfx\models\persian_mounted_archer_2_idle.xsm"
        move   = "gfx\models\persian_mounted_archer_2_moving.xsm"
        attack = "gfx\models\persian_mounted_archer_2_attack.xsm"
        
        scale = 0.9f
    }
    
    
    EMFXActorType = {
        name = "persiangfx_horse_archers"
        actorfile = "gfx\models\persian_horse_light.xac"
        
        idle   = "gfx\models\persian_horse_2_idle.xsm"
        move   = "gfx\models\persian_horse_2_moving.xsm"
        attack = "gfx\models\persian_horse_2_attack.xsm"
        
        scale = 0.9f
    }
    
    
    EMFXActorType = {
        name = "persiangfx_horse_archers_helmet"
        actorfile = "gfx\models\Attachments\Helmet_03.xac"
        scale = 0.000001f
    }
    
    EMFXActorType = {
        name = "persiangfx_horse_archers_shield"
        actorfile = "gfx\models\Attachments\Bow_02.xac"
        
        idle   = "gfx\models\Attachments\Bow_idle.xsm"
        move   = "gfx\models\Attachments\Bow_idle.xsm"
        attack  = "gfx\models\Attachments\Bow_attack.xsm"
        scale = 1.0f
    }
    
    
    EMFXActorType = {
        name = "persiangfx_horse_archers_weapon"
        actorfile = "gfx\models\Attachments\Arrow.xac"
        
        idle   = "gfx\models\Attachments\Arrow_idle.xsm"
        move   = "gfx\models\Attachments\Arrow_idle.xsm"
        attack = "gfx\models\Attachments\Arrow_attack.xsm"
        
        scale = 1.0f
    }

}

In the mean time i finished sorta combining the persian and byzantine unit interface code...hope it's correct
 

CorpusIurisCivilis

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moscal

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emperor_bactrian;Archon;;;;;;;;;;;;;x
IMO - should be autocrator. Autocrator, as greek equivalent of "king of kings" or "emperor" was used by all ages.

Elephants replace heavy cavalry - IMO bactrian states had higher HC traditions from ancient Macedonia than elephants traditions.
 
Last edited:

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IMO - should be autocrator. Autocrator, as greek equivalent of "king of kings" or "emperor" was used by all ages.
Hey how do i go about doing the Localization files correctly...how do i set them up so that everything is in order?
Also is it possible to use persian portraits with greek clothing if it's possible?
Also agree with your point...Bactrians where big on Pikemen and Cataphracts...which makes me think if it's possible to make a Pikemen Heavy Cav retinue...
 
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Hey how do i go about doing the Localization files correctly...how do i set them up so that everything is in order?
Save in better notepad eg. Notepad++ as eg. bactrain_titules.csv
NOT USE normal notepad or Excel (and similar programs).

Also is it possible to use persian portraits with greek clothing if it's possible?
This is possible. First, in culture file, you must change "graphical_cultures = { persiangfx ]" to eg. "graphical_cultures = { bactriangfx ]". Now you must defined bactriangfx as mix persian faces with greek clothing. You must do this in ...\Crusader Kings II\interface\portraits you have few files about portaits. Here you must create new file; find persian portaits.gfx file in DLC folder and replace few lines by byzantines lines. I don't have persian and byzantine portaits DLC, but example mix Mongolian-Russian.

Code:
spriteTypes = {
  
   spriteType = {
       name = "PORTRAIT_bactriangfx_child_male"
       texturefile = "gfx\\characters\\default_son_mongol.tga"
       noOfFrames = 1
       norefcount = yes
   }
  
   spriteType = {
       name = "PORTRAIT_bactriangfx_child_female"
       texturefile = "gfx\\characters\\default_daughter_mongol.tga"
       noOfFrames = 1
       norefcount = yes
   }
  
   ### MONGOL MALE ####
  
   spriteType = {
       name = "GFX_bactrian_male_clothes_behind"
       texturefile = "gfx\\characters\\easternslavic_male\\easternslavic_male_clothes_behind.dds"
       noOfFrames = 12
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_headgear_behind"
       texturefile = "gfx\\characters\\easternslavic_male\\easternslavic_male_headgear_behind.dds"
       noOfFrames = 12
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_base"
       texturefile = "gfx\\characters\\mongol_male\\mongol_male_base_1.dds"
       noOfFrames = 1
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_base_midage"
       texturefile = "gfx\\characters\\mongol_male\\mongol_male_base_2.dds"
       noOfFrames = 1
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_base_oldage"
       texturefile = "gfx\\characters\\mongol_male\\mongol_male_base_3.dds"
       noOfFrames = 1
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_hair_behind"
       texturefile = "gfx\\characters\\mongol_male\\mongol_male_hair_behind_1.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_hair_behind_midage"
       texturefile = "gfx\\characters\\easternslavic_male\\easternslavic_male_hair_behind_2.dds"
       noOfFrames = 15
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_hair_behind_oldage"
       texturefile = "gfx\\characters\\easternslavic_male\\easternslavic_male_hair_behind_3.dds"
       noOfFrames = 15
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_beard_behind"
       texturefile = "gfx\\characters\\mongol_male\\mongol_male_beard_behind_1.dds"
       noOfFrames = 7
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_beard_behind_midage"
       texturefile = "gfx\\characters\\mongol_male\\mongol_male_beard_behind_2.dds"
       noOfFrames = 7
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_beard_behind_oldage"
       texturefile = "gfx\\characters\\easternslavic_male\\easternslavic_male_beard_behind_1.dds"
       noOfFrames = 10
       norefcount = yes
   }

  
   spriteType = {
       name = "GFX_bactrian_male_cheeks"
       texturefile = "gfx\\characters\\mongol_male\\mongol_male_cheeks_1.dds"
       noOfFrames = 13
       norefcount = yes
   }
  
   spriteType = {
       name = "GFX_bactrian_male_cheeks_midage"
       texturefile = "gfx\\characters\\mongol_male\\mongol_male_cheeks_2.dds"
       noOfFrames = 13
       norefcount = yes
   }
  
   spriteType = {
       name = "GFX_bactrian_male_cheeks_oldage"
       texturefile = "gfx\\characters\\mongol_male\\mongol_male_cheeks_3.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_neck"
       texturefile = "gfx\\characters\\mongol_male\\mongol_male_neck_1.dds"
       noOfFrames = 4
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_neck_midage"
       texturefile = "gfx\\characters\\mongol_male\\mongol_male_neck_2.dds"
       noOfFrames = 4
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_neck_oldage"
       texturefile = "gfx\\characters\\mongol_male\\mongol_male_neck_3.dds"
       noOfFrames = 4
       norefcount = yes
   }



   spriteType = {
       name = "GFX_bactrian_male_chin"
       texturefile = "gfx\\characters\\easternslavic_male\\easternslavic_male_chin_1.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_chin_midage"
       texturefile = "gfx\\characters\\easternslavic_male\\easternslavic_male_chin_2.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_chin_oldage"
       texturefile = "gfx\\characters\\easternslavic_male\\easternslavic_male_chin_3.dds"
       noOfFrames = 12
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_mouth"
       texturefile = "gfx\\characters\\mongol_male\\mongol_male_mouth_1.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_mouth_midage"
       texturefile = "gfx\\characters\\mongol_male\\mongol_male_mouth_2.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_mouth_oldage"
       texturefile = "gfx\\characters\\mongol_male\\mongol_male_mouth_3.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_nose"
       texturefile = "gfx\\characters\\mongol_male\\mongol_male_nose_1.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_nose_midage"
       texturefile = "gfx\\characters\\mongol_male\\mongol_male_nose_2.dds"
       noOfFrames = 13
       norefcount = yes
   }
  
   spriteType = {
       name = "GFX_bactrian_male_nose_oldage"
       texturefile = "gfx\\characters\\mongol_male\\mongol_male_nose_3.dds"
       noOfFrames = 13
       norefcount = yes
   }


   spriteType = {
       name = "GFX_bactrian_male_eyes"
       texturefile = "gfx\\characters\\mongol_male\\mongol_male_eyes_1.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_eyes_midage"
       texturefile = "gfx\\characters\\mongol_male\\mongol_male_eyes_2.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_eyes_oldage"
       texturefile = "gfx\\characters\\mongol_male\\mongol_male_eyes_3.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_eyes2"
       texturefile = "gfx\\characters\\mongol_male\\mongol_male_eyes2.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_headgear_mid"
       texturefile = "gfx\\characters\\mongol_male\\mongol_male_headgear_mid.dds"
       noOfFrames = 12
       norefcount = yes
   }


   spriteType = {
       name = "GFX_bactrian_male_ear"
       texturefile = "gfx\\characters\\mongol_male\\mongol_male_ear_1.dds"
       noOfFrames = 5
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_ear_midage"
       texturefile = "gfx\\characters\\mongol_male\\mongol_male_ear_2.dds"
       noOfFrames = 5
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_ear_oldage"
       texturefile = "gfx\\characters\\mongol_male\\mongol_male_ear_3.dds"
       noOfFrames = 5
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_beard"
       texturefile = "gfx\\characters\\mongol_male\\mongol_male_beard_1.dds"
       noOfFrames = 7
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_beard_midage"
       texturefile = "gfx\\characters\\mongol_male\\mongol_male_beard_2.dds"
       noOfFrames = 7
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_beard_oldage"
       texturefile = "gfx\\characters\\mongol_male\\mongol_male_beard_3.dds"
       noOfFrames = 7
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_hair"
       texturefile = "gfx\\characters\\mongol_male\\mongol_male_hair_1.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_hair_midage"
       texturefile = "gfx\\characters\\mongol_male\\mongol_male_hair_2.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_hair_oldage"
       texturefile = "gfx\\characters\\mongol_male\\mongol_male_hair_3.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_clothes"
       texturefile = "gfx\\characters\\mongol_male\\mongol_male_clothes.dds"
       noOfFrames = 12
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_headgear"
       texturefile = "gfx\\characters\\mongol_male\\mongol_male_headgear.dds"
       noOfFrames = 12
       norefcount = yes
   }

   # CULTURE_INDEX: 0 = clothes behind, 1 = headgear behind, 2 = clothes, 3 = headgear mid, 4 = clothes infront, 5 = headgear
  
   # Mongol Male
   portraitType = {
       name = "PORTRAIT_mongolgfx_male"
       effectFile = "gfx/FX/portrait.lua"
       layer = { # GFX_TYPE:[d|p]INDEX:COLOR_LINK:DONT_REFRESH_IF_VALID:CULTURE_INDEX
           "GFX_character_background:p0"               #0
           "GFX_bactrian_male_clothes_behind:p3:c0"
           "GFX_bactrian_male_headgear_behind:p5:c1"
           "GFX_bactrian_male_hair_behind:p1:h:y"
           "GFX_bactrian_male_beard_behind:p4:h:y"
           "GFX_bactrian_male_base:p2"                   #5
           "GFX_bactrian_male_neck:d0"
           "GFX_bactrian_male_chin:d1"
           "GFX_bactrian_male_cheeks:d4"
           "GFX_bactrian_male_mouth:d2"
           "GFX_bactrian_male_nose:d3"                   #10
           "GFX_bactrian_male_eyes:d6"
           "GFX_bactrian_male_eyes2:d6:e"
           "GFX_character_scars:p7:y"
           "GFX_character_reddots:p8"
           "GFX_character_boils:p9"
           "GFX_character_blinded_eyes:p10"
           "GFX_bactrian_male_clothes:p3:c2"
           "GFX_bactrian_male_headgear_mid:p5:c3"           #15
           "GFX_bactrian_male_ear:d7"
           "GFX_bactrian_male_beard:p4:h:y"
           "GFX_character_eyepatch:p13:y:o32x63"
             "GFX_bactrian_male_hair:p1:h:y"
             "GFX_character_mask:p12:y:o40x45"
           "GFX_empty:p3:c4"
           "GFX_bactrian_male_headgear:p5:c5"               #20
           "GFX_character_imprisoned:p6"
           "GFX_player_overlay:p11"
       }

       hair_color_index = 8
       hair_color = { # dark, base, highlight
           { 10 10 10 } {  50 50 50 } { 255 255 255 }
           { 10 10 10 } {  50 50 50 } { 255 255 255 }
           { 10 10 10 } {  50 50 50 } { 255 255 255 }
           { 10 10 10 } {  50 50 50 } { 255 255 255 }
           { 10 10 10 } {  50 50 50 } { 255 255 255 }
           { 10 10 10 } {  50 50 50 } { 255 255 255 }
       }

       eye_color_index = 9
       eye_color = {
           { 120 74 46 }
           { 120 74 46 }
           { 120 74 46 }
       }
      
       headgear_that_hides_hair = { 10 }
   }
  
   # middle age
   portraitType = {
       name = "PORTRAIT_mongolgfx_male1"
       effectFile = "gfx/FX/portrait.lua"
       layer = { # GFX_TYPE:[d|p]INDEX:COLOR_LINK:DONT_REFRESH_IF_VALID:CULTURE_INDEX
           "GFX_character_background:p0"
           "GFX_bactrian_male_clothes_behind:p3:c0"
           "GFX_bactrian_male_headgear_behind:p5:c1"
           "GFX_bactrian_male_hair_behind_midage:p1:h:y"
           "GFX_bactrian_male_beard_behind_midage:p4:h:y"
           "GFX_bactrian_male_base_midage:p2"
           "GFX_bactrian_male_neck_midage:d0"
           "GFX_bactrian_male_chin_midage:d1"
           "GFX_bactrian_male_cheeks_midage:d4"
           "GFX_bactrian_male_mouth_midage:d2"
           "GFX_bactrian_male_nose_midage:d3"
           "GFX_bactrian_male_eyes_midage:d6"
           "GFX_bactrian_male_eyes2:d6:e"
           "GFX_character_scars:p7:y"
           "GFX_character_reddots:p8"
           "GFX_character_boils:p9"
           "GFX_character_blinded_eyes:p10"
           "GFX_bactrian_male_clothes:p3:c2"
           "GFX_bactrian_male_headgear_mid:p5:c3"
           "GFX_bactrian_male_ear_midage:d7"
           "GFX_bactrian_male_beard_midage:p4:h:y"
           "GFX_character_eyepatch:p13:y:o32x63"
           "GFX_bactrian_male_hair_midage:p1:h:y"
           "GFX_character_mask:p12:y:o40x45"
           "GFX_empty:p3:c4"
           "GFX_bactrian_male_headgear:p5:c5"
           "GFX_character_imprisoned:p6"
           "GFX_player_overlay:p11"
       }

       hair_color_index = 8
       hair_color = { # dark, base, highlight
           { 10 10 10 } {  50 50 50 } { 255 255 255 }
           { 10 10 10 } {  50 50 50 } { 255 255 255 }
           { 10 10 10 } {  50 50 50 } { 255 255 255 }
           { 10 10 10 } {  50 50 50 } { 255 255 255 }
           { 10 10 10 } {  50 50 50 } { 255 255 255 }
           { 10 10 10 } {  50 50 50 } { 255 255 255 }
       }

       eye_color_index = 9
       eye_color = {
           { 120 74 46 }
           { 120 74 46 }
           { 120 74 46 }
       }
      
       headgear_that_hides_hair = { 10 }
   }
  
   # old age
   portraitType = {
       name = "PORTRAIT_mongolgfx_male2"
       effectFile = "gfx/FX/portrait.lua"
       layer = { # GFX_TYPE:[d|p]INDEX:COLOR_LINK:DONT_REFRESH_IF_VALID:CULTURE_INDEX
           "GFX_character_background:p0"
           "GFX_bactrian_male_clothes_behind:p3:c0"
           "GFX_bactrian_male_headgear_behind:p5:c1"
           "GFX_bactrian_male_hair_behind_oldage:p1:h:y"
           "GFX_bactrian_male_beard_behind_oldage:p4:h:y"
           "GFX_bactrian_male_base_oldage:p2"
           "GFX_bactrian_male_neck_oldage:d0"
           "GFX_bactrian_male_chin_oldage:d1"
           "GFX_bactrian_male_cheeks_oldage:d4"
           "GFX_bactrian_male_mouth_oldage:d2"
           "GFX_bactrian_male_nose_oldage:d3"
           "GFX_bactrian_male_eyes_oldage:d6"
           "GFX_bactrian_male_eyes2:d6:e"
           "GFX_character_scars:p7:y"
           "GFX_character_reddots:p8"
           "GFX_character_boils:p9"
           "GFX_character_blinded_eyes:p10"
           "GFX_bactrian_male_clothes:p3:c2"
           "GFX_bactrian_male_headgear_mid:p5:c3"
           "GFX_bactrian_male_ear_oldage:d7"
           "GFX_bactrian_male_beard_oldage:p4:h:y"
           "GFX_character_eyepatch:p13:y:o32x63"
           "GFX_bactrian_male_hair_oldage:p1:h:y"
           "GFX_character_mask:p12:y:o40x45"
           "GFX_empty:p3:c4"
           "GFX_bactrian_male_headgear:p5:c5"
           "GFX_character_imprisoned:p6"
           "GFX_player_overlay:p11"
       }

       hair_color_index = 8
       hair_color = { # dark, base, highlight
           { 10 10 10 } {  200 200 200 } { 255 255 255 }
           { 10 10 10 } {  200 200 200 } { 255 255 255 }
           { 10 10 10 } {  200 200 200 } { 255 255 255 }
           { 10 10 10 } {  200 200 200 } { 255 255 255 }
           { 10 10 10 } {  200 200 200 } { 255 255 255 }
           { 10 10 10 } {  200 200 200 } { 255 255 255 }
       }

       eye_color_index = 9
       eye_color = {
           { 120 74 46 }
           { 120 74 46 }
           { 120 74 46 }
       }
      
       headgear_that_hides_hair = { 10 }
   }

   spriteType = {
       name = "GFX_bactrian_female_clothes_behind"
       texturefile = "gfx\\characters\\easternslavic_female\\easternslavic_female_clothes_behind.dds"
       noOfFrames = 12
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_headgear_behind"
       texturefile = "gfx\\characters\\mongol_female\\mongol_female_headgear_behind.dds"
       noOfFrames = 12
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_hair_behind"
       texturefile = "gfx\\characters\\mongol_female\\mongol_female_hair_behind_1.dds"
       noOfFrames = 11
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_hair_behind_midage"
       texturefile = "gfx\\characters\\mongol_female\\mongol_female_hair_behind_2.dds"
       noOfFrames = 11
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_hair_behind_oldage"
       texturefile = "gfx\\characters\\mongol_female\\mongol_female_hair_behind_3.dds"
       noOfFrames = 11
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_base"
       texturefile = "gfx\\characters\\mongol_female\\mongol_female_base_1.dds"
       noOfFrames = 1
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_base_midage"
       texturefile = "gfx\\characters\\mongol_female\\mongol_female_base_2.dds"
       noOfFrames = 1
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_base_oldage"
       texturefile = "gfx\\characters\\mongol_female\\mongol_female_base_3.dds"
       noOfFrames = 1
       norefcount = yes
   }

  
   spriteType = {
       name = "GFX_bactrian_female_cheeks"
       texturefile = "gfx\\characters\\mongol_female\\mongol_female_cheeks_1.dds"
       noOfFrames = 13
       norefcount = yes
   }
  
   spriteType = {
       name = "GFX_bactrian_female_cheeks_midage"
       texturefile = "gfx\\characters\\mongol_female\\mongol_female_cheeks_2.dds"
       noOfFrames = 13
       norefcount = yes
   }
  
   spriteType = {
       name = "GFX_bactrian_female_cheeks_oldage"
       texturefile = "gfx\\characters\\mongol_female\\mongol_female_cheeks_3.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_neck"
       texturefile = "gfx\\characters\\mongol_female\\mongol_female_neck_1.dds"
       noOfFrames = 4
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_neck_midage"
       texturefile = "gfx\\characters\\mongol_female\\mongol_female_neck_2.dds"
       noOfFrames = 4
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_neck_oldage"
       texturefile = "gfx\\characters\\mongol_female\\mongol_female_neck_3.dds"
       noOfFrames = 4
       norefcount = yes
   }


   spriteType = {
       name = "GFX_bactrian_female_chin"
       texturefile = "gfx\\characters\\mongol_female\\mongol_female_chin_1.dds"
       noOfFrames = 12
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_chin_midage"
       texturefile = "gfx\\characters\\mongol_female\\mongol_female_chin_2.dds"
       noOfFrames = 12
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_chin_oldage"
       texturefile = "gfx\\characters\\mongol_female\\mongol_female_chin_3.dds"
       noOfFrames = 12
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_mouth"
       texturefile = "gfx\\characters\\mongol_female\\mongol_female_mouth_1.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_mouth_midage"
       texturefile = "gfx\\characters\\mongol_female\\mongol_female_mouth_2.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_mouth_oldage"
       texturefile = "gfx\\characters\\mongol_female\\mongol_female_mouth_3.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_nose"
       texturefile = "gfx\\characters\\mongol_female\\mongol_female_nose_1.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_nose_midage"
       texturefile = "gfx\\characters\\mongol_female\\mongol_female_nose_2.dds"
       noOfFrames = 13
       norefcount = yes
   }
  
   spriteType = {
       name = "GFX_bactrian_female_nose_oldage"
       texturefile = "gfx\\characters\\mongol_female\\mongol_female_nose_3.dds"
       noOfFrames = 13
       norefcount = yes
   }


   spriteType = {
       name = "GFX_bactrian_female_eyes"
       texturefile = "gfx\\characters\\mongol_female\\mongol_female_eyes_1.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_eyes_midage"
       texturefile = "gfx\\characters\\mongol_female\\mongol_female_eyes_2.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_eyes_oldage"
       texturefile = "gfx\\characters\\mongol_female\\mongol_female_eyes_3.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_eyes2"
       texturefile = "gfx\\characters\\mongol_female\\mongol_female_eyes2.dds"
       noOfFrames = 13
       norefcount = yes
   }


   spriteType = {
       name = "GFX_bactrian_female_ear"
       texturefile = "gfx\\characters\\mongol_female\\mongol_female_ear_1.dds"
       noOfFrames = 6
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_ear_midage"
       texturefile = "gfx\\characters\\mongol_female\\mongol_female_ear_2.dds"
       noOfFrames = 6
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_ear_oldage"
       texturefile = "gfx\\characters\\mongol_female\\mongol_female_ear_3.dds"
       noOfFrames = 6
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_clothes"
       texturefile = "gfx\\characters\\mongol_female\\mongol_female_clothes.dds"
       noOfFrames = 12
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_hair"
       texturefile = "gfx\\characters\\mongol_female\\mongol_female_hair_1.dds"
       noOfFrames = 11
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_hair_midage"
       texturefile = "gfx\\characters\\mongol_female\\mongol_female_hair_2.dds"
       noOfFrames = 11
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_hair_oldage"
       texturefile = "gfx\\characters\\mongol_female\\mongol_female_hair_3.dds"
       noOfFrames = 11
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_headgear"
       texturefile = "gfx\\characters\\mongol_female\\mongol_female_headgear.dds"
       noOfFrames = 12
       norefcount = yes
   }

   # mongol female
   portraitType = {
       name = "PORTRAIT_mongolgfx_female"
       effectFile = "gfx/FX/portrait.lua"
       layer = { # GFX_TYPE:[d|p]INDEX:COLOR_LINK:DONT_REFRESH_IF_VALID:CULTURE_INDEX
           "GFX_character_background:p0"
           "GFX_bactrian_female_clothes_behind:p3:c0"
           "GFX_bactrian_female_headgear_behind:p5:c1"
           "GFX_bactrian_female_hair_behind:p1:y"
           "GFX_bactrian_female_base:p2"
           "GFX_bactrian_female_neck:d0"
           "GFX_bactrian_female_mouth:d2"
           "GFX_bactrian_female_nose:d3"
           "GFX_bactrian_female_chin:d1"
           "GFX_bactrian_female_cheeks:d4"
           "GFX_bactrian_female_eyes:d6"
           "GFX_bactrian_female_eyes2:d6:e"
           "GFX_bactrian_female_ear:d7"
           "GFX_character_scars:p7:y"
           "GFX_character_reddots:p8"
           "GFX_character_boils:p9"
           "GFX_character_blinded_eyes:p10"
           "GFX_character_eyepatch:p13:y:o32x63"
           "GFX_bactrian_female_clothes:p3:c2"
           "GFX_empty:p5:c3"
           "GFX_bactrian_female_hair:p1:y"
           "GFX_character_mask:p12:y:o40x45"
           "GFX_empty:p3:c4"
           "GFX_bactrian_female_headgear:p5:c5"
           "GFX_character_imprisoned:p6"
           "GFX_player_overlay:p11"
       }

       hair_color_index = 8
       hair_color = { # dark, base, highlight
           { 15 8 0 } { 174 147 45 } { 255 255 255 }
       }

       eye_color_index = 9
       eye_color = {
           { 58 109 193}
       }
      
       headgear_that_hides_hair = { }
   }

   # mongol female midage
   portraitType = {
       name = "PORTRAIT_mongolgfx_female1"
       effectFile = "gfx/FX/portrait.lua"
       layer = { # GFX_TYPE:[d|p]INDEX:COLOR_LINK:DONT_REFRESH_IF_VALID:CULTURE_INDEX
           "GFX_character_background:p0"
           "GFX_bactrian_female_clothes_behind:p3:c0"
           "GFX_bactrian_female_headgear_behind:p5:c1"
           "GFX_bactrian_female_hair_behind_midage:p1:y"
           "GFX_bactrian_female_base_midage:p2"
           "GFX_bactrian_female_neck_midage:d0"
           "GFX_bactrian_female_mouth_midage:d2"
           "GFX_bactrian_female_nose_midage:d3"
           "GFX_bactrian_female_chin_midage:d1"
           "GFX_bactrian_female_cheeks_midage:d4"
           "GFX_bactrian_female_eyes_midage:d6"
           "GFX_bactrian_female_eyes2:d6:e"
           "GFX_bactrian_female_ear_midage:d7"
           "GFX_character_scars:p7:y"
           "GFX_character_reddots:p8"
           "GFX_character_boils:p9"
           "GFX_character_blinded_eyes:p10"
           "GFX_character_eyepatch:p13:y:o32x63"
           "GFX_bactrian_female_clothes:p3:c2"
           "GFX_empty:p5:c3"
           "GFX_bactrian_female_hair_midage:p1:y"          
           "GFX_character_mask:p12:y:o40x45"
           "GFX_empty:p3:c4"
           "GFX_bactrian_female_headgear:p5:c5"
           "GFX_character_imprisoned:p6"
           "GFX_player_overlay:p11"
       }

       hair_color_index = 8
       hair_color = { # dark, base, highlight
           { 15 8 0 } { 174 147 45 } { 255 255 255 }
       }

       eye_color_index = 9
       eye_color = {
           { 58 109 193}
       }
      
       headgear_that_hides_hair = { }
   }

   # Mongol female oldage
   portraitType = {
       name = "PORTRAIT_mongolgfx_female2"
       effectFile = "gfx/FX/portrait.lua"
       layer = { # GFX_TYPE:[d|p]INDEX:COLOR_LINK:DONT_REFRESH_IF_VALID:CULTURE_INDEX
           "GFX_character_background:p0"
           "GFX_bactrian_female_clothes_behind:p3:c0"
           "GFX_bactrian_female_headgear_behind:p5:c1"
           "GFX_bactrian_female_hair_behind_oldage:p1:y"
           "GFX_bactrian_female_base_oldage:p2"
           "GFX_bactrian_female_neck_oldage:d0"
           "GFX_bactrian_female_mouth_oldage:d2"
           "GFX_bactrian_female_nose_oldage:d3"
           "GFX_bactrian_female_chin_oldage:d1"
           "GFX_bactrian_female_cheeks_oldage:d4"
           "GFX_bactrian_female_eyes_oldage:d6"
           "GFX_bactrian_female_eyes2:d6:e"
           "GFX_bactrian_female_ear_oldage:d7"
           "GFX_character_scars:p7:y"
           "GFX_character_reddots:p8"
           "GFX_character_boils:p9"
           "GFX_character_blinded_eyes:p10"
           "GFX_character_eyepatch:p13:y:o32x63"
           "GFX_bactrian_female_clothes:p3:c2"
           "GFX_empty:p5:c3"
           "GFX_bactrian_female_hair_oldage:p1:y"
           "GFX_character_mask:p12:y:o40x45"
           "GFX_empty:p3:c4"
           "GFX_bactrian_female_headgear:p5:c5"
           "GFX_character_imprisoned:p6"
           "GFX_player_overlay:p11"
       }

       hair_color_index = 8
       hair_color = { # dark, base, highlight
           { 15 8 0 } { 174 147 45 } { 255 255 255 }
       }

       eye_color_index = 9
       eye_color = {
           { 58 109 193}
       }
      
       headgear_that_hides_hair = { }
   }
  
}
 

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Save in better notepad eg. Notepad++ as eg. bactrain_titules.csv
NOT USE normal notepad or Excel (and similar programs).

No...im sorry i didn't explane verry well...i know what tools to use...i just don't know if my code is correct

Code:
#CODE;ENGLISH;FRENCH;GERMAN;;SPANISH;;;;;;;;;x

#cultures
bactrian;Bactrian;;;;;;;;;;;;;x
 

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CorpusIurisCivilis

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  • Stellaris: Ancient Relics
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  • BATTLETECH
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  • Imperator: Rome - Magna Graecia
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  • Stellaris
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Code:
       knights_offensive = 0.1
       knights_defensive = 0.1
       knights_morale = 0.1
Thank you so much!!!

Here i finished the code for the portraits
Code:
spriteTypes = {

############## bactrian ##########################

   spriteType = {
       name = "PORTRAIT_bactriangfx_child_male"
       texturefile = "gfx\\characters\\default_son_persian.tga"
       noOfFrames = 1
       norefcount = yes
   }
 
   spriteType = {
       name = "PORTRAIT_bactriangfx_child_female"
       texturefile = "gfx\\characters\\default_daughter_persian.tga"
       noOfFrames = 1
       norefcount = yes
   }
 
   ### bactrian MALE ####
 
   spriteType = {
       name = "GFX_bactrian_male_clothes_behind"
       texturefile = "gfx\\characters\\byzantine_male\\byzantine_male_clothes_behind_early.dds"
       noOfFrames = 12
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_headgear_behind"
       texturefile = "gfx\\characters\\byzantine_male\\byzantine_male_headgear_behind_early.dds"
       noOfFrames = 12
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_base"
       texturefile = "gfx\\characters\\persian_male\\persian_male_base_1.dds"
       noOfFrames = 1
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_base_midage"
       texturefile = "gfx\\characters\\persian_male\\persian_male_base_2.dds"
       noOfFrames = 1
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_base_oldage"
       texturefile = "gfx\\characters\\persian_male\\persian_male_base_3.dds"
       noOfFrames = 1
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_hair_behind"
       texturefile = "gfx\\characters\\persian_male\\persian_male_hair_behind_1.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_hair_behind_midage"
       texturefile = "gfx\\characters\\persian_male\\persian_male_hair_behind_2.dds"
       noOfFrames = 15
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_hair_behind_oldage"
       texturefile = "gfx\\characters\\persian_male\\persian_male_hair_behind_3.dds"
       noOfFrames = 15
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_beard_behind"
       texturefile = "gfx\\characters\\persian_male\\persian_male_beard_behind_1.dds"
       noOfFrames = 7
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_beard_behind_midage"
       texturefile = "gfx\\characters\\persian_male\\persian_male_beard_behind_2.dds"
       noOfFrames = 7
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_beard_behind_oldage"
       texturefile = "gfx\\characters\\persian_male\\persian_male_beard_behind_3.dds"
       noOfFrames = 10
       norefcount = yes
   }

 
   spriteType = {
       name = "GFX_bactrian_male_cheeks"
       texturefile = "gfx\\characters\\persian_male\\persian_male_cheeks_1.dds"
       noOfFrames = 13
       norefcount = yes
   }
 
   spriteType = {
       name = "GFX_bactrian_male_cheeks_midage"
       texturefile = "gfx\\characters\\persian_male\\persian_male_cheeks_2.dds"
       noOfFrames = 13
       norefcount = yes
   }
 
   spriteType = {
       name = "GFX_bactrian_male_cheeks_oldage"
       texturefile = "gfx\\characters\\persian_male\\persian_male_cheeks_3.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_neck"
       texturefile = "gfx\\characters\\persian_male\\persian_male_neck_1.dds"
       noOfFrames = 4
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_neck_midage"
       texturefile = "gfx\\characters\\persian_male\\persian_male_neck_2.dds"
       noOfFrames = 4
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_neck_oldage"
       texturefile = "gfx\\characters\\persian_male\\persian_male_neck_3.dds"
       noOfFrames = 4
       norefcount = yes
   }



   spriteType = {
       name = "GFX_bactrian_male_chin"
       texturefile = "gfx\\characters\\persian_male\\persian_male_chin_1.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_chin_midage"
       texturefile = "gfx\\characters\\persian_male\\persian_male_chin_2.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_chin_oldage"
       texturefile = "gfx\\characters\\persian_male\\persian_male_chin_3.dds"
       noOfFrames = 12
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_mouth"
       texturefile = "gfx\\characters\\persian_male\\persian_male_mouth_1.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_mouth_midage"
       texturefile = "gfx\\characters\\persian_male\\persian_male_mouth_2.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_mouth_oldage"
       texturefile = "gfx\\characters\\persian_male\\persian_male_mouth_3.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_nose"
       texturefile = "gfx\\characters\\persian_male\\persian_male_nose_1.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_nose_midage"
       texturefile = "gfx\\characters\\persian_male\\persian_male_nose_2.dds"
       noOfFrames = 13
       norefcount = yes
   }
 
   spriteType = {
       name = "GFX_bactrian_male_nose_oldage"
       texturefile = "gfx\\characters\\persian_male\\persian_male_nose_3.dds"
       noOfFrames = 13
       norefcount = yes
   }


   spriteType = {
       name = "GFX_bactrian_male_eyes"
       texturefile = "gfx\\characters\\persian_male\\persian_male_eyes_1.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_eyes_midage"
       texturefile = "gfx\\characters\\persian_male\\persian_male_eyes_2.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_eyes_oldage"
       texturefile = "gfx\\characters\\persian_male\\persian_male_3.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_eyes2"
       texturefile = "gfx\\characters\\persian_male\\persian_male_eyes2.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_headgear_mid"
       texturefile = "gfx\\characters\\byzantine_male\\byzantine_female_headgear_mid_early.dds"
       noOfFrames = 12
       norefcount = yes
   }


   spriteType = {
       name = "GFX_bactrian_male_ear"
       texturefile = "gfx\\characters\\persian_male\\persian_male_ear_1.dds"
       noOfFrames = 5
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_ear_midage"
       texturefile = "gfx\\characters\\persian_male\\persian_male_ear_2.dds"
       noOfFrames = 5
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_ear_oldage"
       texturefile = "gfx\\characters\\persian_male\\persian_male_ear_3.dds"
       noOfFrames = 5
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_beard"
       texturefile = "gfx\\characters\\persian_male\\persian_male_beard_1.dds"
       noOfFrames = 7
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_beard_midage"
       texturefile = "gfx\\characters\\persian_male\\persian_male_beard_2.dds"
       noOfFrames = 7
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_beard_oldage"
       texturefile = "gfx\\characters\\persian_male\\persian_male_beard_3.dds"
       noOfFrames = 7
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_hair"
       texturefile = "gfx\\characters\\persian_male\\persian_male_hair_1.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_hair_midage"
       texturefile = "gfx\\characters\\persian_male\\persian_male_hair_2.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_hair_oldage"
       texturefile = "gfx\\characters\\persian_male\\persian_male_hair_3.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_clothes"
       texturefile = "gfx\\characters\\byzantine_male\\byzantine_male_clothes_early.dds"
       noOfFrames = 12
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_male_headgear"
       texturefile = "gfx\\characters\\byzantine_male\\byzantine_male_headgear_early.dds"
       noOfFrames = 12
       norefcount = yes
   }

   # CULTURE_INDEX: 0 = clothes behind, 1 = headgear behind, 2 = clothes, 3 = headgear mid, 4 = clothes infront, 5 = headgear
 
   # Persian Male
   portraitType = {
       name = "PORTRAIT_persiangfx_male"
       effectFile = "gfx/FX/portrait.lua"
       layer = { # GFX_TYPE:[d|p]INDEX:COLOR_LINK:DONT_REFRESH_IF_VALID:CULTURE_INDEX
           "GFX_character_background:p0"               #0
           "GFX_bactrian_male_clothes_behind:p3:c0"
           "GFX_bactrian_male_headgear_behind:p5:c1"
           "GFX_bactrian_male_hair_behind:p1:h:y"
           "GFX_bactrian_male_beard_behind:p4:h:y"
           "GFX_bactrian_male_base:p2"                   #5
           "GFX_bactrian_male_neck:d0"
           "GFX_bactrian_male_chin:d1"
           "GFX_bactrian_male_cheeks:d4"
           "GFX_bactrian_male_mouth:d2"
           "GFX_bactrian_male_nose:d3"                   #10
           "GFX_bactrian_male_eyes:d6"
           "GFX_bactrian_male_eyes2:d6:e"
           "GFX_character_scars:p7:y"
           "GFX_character_reddots:p8"
           "GFX_character_boils:p9"
           "GFX_character_blinded_eyes:p10"
           "GFX_bactrian_male_clothes:p3:c2"
           "GFX_bactrian_male_headgear_mid:p5:c3"           #15
           "GFX_bactrian_male_ear:d7"
           "GFX_bactrian_male_beard:p4:h:y"
           "GFX_character_eyepatch:p13:y:o32x63"
             "GFX_bactrian_male_hair:p1:h:y"
             "GFX_character_mask:p12:y:o40x45"
           "GFX_empty:p3:c4"
           "GFX_bactrian_male_headgear:p5:c5"               #20
           "GFX_character_imprisoned:p6"
           "GFX_player_overlay:p11"
       }

        hair_color_index = 8
        hair_color = { # dark, base, highlight
            { 10 10 10 } {  50 50 50 } { 255 255 255 } #Black
            { 15 8 0 } { 80 47 22 } { 255 255 255 } #Medium Brown
            { 10 10 10 } { 27 25 23 } { 255 255 255 } #Second Black
            { 20 12 8 } { 78 54 37 } { 255 255 255 } #Second Brown
            { 10 10 10 } { 65 65 65 } { 255 255 255 } #Third Black
        }

        eye_color_index = 9
        eye_color = {
            { 120 74 46 } #Brown
            { 34 103 36 } #Green
            { 86 74 46 } #Second Brown
            { 36 32 24 } #Dark Brown
        }
        
        headgear_that_hides_hair = { 10 }
   }
 
   # middle age
   portraitType = {
       name = "PORTRAIT_persiangfx_male1"
       effectFile = "gfx/FX/portrait.lua"
       layer = { # GFX_TYPE:[d|p]INDEX:COLOR_LINK:DONT_REFRESH_IF_VALID:CULTURE_INDEX
           "GFX_character_background:p0"
           "GFX_bactrian_male_clothes_behind:p3:c0"
           "GFX_bactrian_male_headgear_behind:p5:c1"
           "GFX_bactrian_male_hair_behind_midage:p1:h:y"
           "GFX_bactrian_male_beard_behind_midage:p4:h:y"
           "GFX_bactrian_male_base_midage:p2"
           "GFX_bactrian_male_neck_midage:d0"
           "GFX_bactrian_male_chin_midage:d1"
           "GFX_bactrian_male_cheeks_midage:d4"
           "GFX_bactrian_male_mouth_midage:d2"
           "GFX_bactrian_male_nose_midage:d3"
           "GFX_bactrian_male_eyes_midage:d6"
           "GFX_bactrian_male_eyes2:d6:e"
           "GFX_character_scars:p7:y"
           "GFX_character_reddots:p8"
           "GFX_character_boils:p9"
           "GFX_character_blinded_eyes:p10"
           "GFX_bactrian_male_clothes:p3:c2"
           "GFX_bactrian_male_headgear_mid:p5:c3"
           "GFX_bactrian_male_ear_midage:d7"
           "GFX_bactrian_male_beard_midage:p4:h:y"
           "GFX_character_eyepatch:p13:y:o32x63"
           "GFX_bactrian_male_hair_midage:p1:h:y"
           "GFX_character_mask:p12:y:o40x45"
           "GFX_empty:p3:c4"
           "GFX_bactrian_male_headgear:p5:c5"
           "GFX_character_imprisoned:p6"
           "GFX_player_overlay:p11"
       }

        hair_color_index = 8
        hair_color = { # dark, base, highlight
            { 10 10 10 } {  50 50 50 } { 255 255 255 } #Black
            { 15 8 0 } { 80 47 22 } { 255 255 255 } #Medium Brown
            { 10 10 10 } { 27 25 23 } { 255 255 255 } #Second Black
            { 20 12 8 } { 78 54 37 } { 255 255 255 } #Second Brown
            { 10 10 10 } { 65 65 65 } { 255 255 255 } #Third Black
        }

        eye_color_index = 9
        eye_color = {
            { 120 74 46 } #Brown
            { 34 103 36 } #Green
            { 86 74 46 } #Second Brown
            { 36 32 24 } #Dark Brown
        }
        
        headgear_that_hides_hair = { 10 }
   }
 
   # old age
   portraitType = {
       name = "PORTRAIT_persiangfx_male2"
       effectFile = "gfx/FX/portrait.lua"
       layer = { # GFX_TYPE:[d|p]INDEX:COLOR_LINK:DONT_REFRESH_IF_VALID:CULTURE_INDEX
           "GFX_character_background:p0"
           "GFX_bactrian_male_clothes_behind:p3:c0"
           "GFX_bactrian_male_headgear_behind:p5:c1"
           "GFX_bactrian_male_hair_behind_oldage:p1:h:y"
           "GFX_bactrian_male_beard_behind_oldage:p4:h:y"
           "GFX_bactrian_male_base_oldage:p2"
           "GFX_bactrian_male_neck_oldage:d0"
           "GFX_bactrian_male_chin_oldage:d1"
           "GFX_bactrian_male_cheeks_oldage:d4"
           "GFX_bactrian_male_mouth_oldage:d2"
           "GFX_bactrian_male_nose_oldage:d3"
           "GFX_bactrian_male_eyes_oldage:d6"
           "GFX_bactrian_male_eyes2:d6:e"
           "GFX_character_scars:p7:y"
           "GFX_character_reddots:p8"
           "GFX_character_boils:p9"
           "GFX_character_blinded_eyes:p10"
           "GFX_bactrian_male_clothes:p3:c2"
           "GFX_bactrian_male_headgear_mid:p5:c3"
           "GFX_bactrian_male_ear_oldage:d7"
           "GFX_bactrian_male_beard_oldage:p4:h:y"
           "GFX_character_eyepatch:p13:y:o32x63"
           "GFX_bactrian_male_hair_oldage:p1:h:y"
           "GFX_character_mask:p12:y:o40x45"
           "GFX_empty:p3:c4"
           "GFX_bactrian_male_headgear:p5:c5"
           "GFX_character_imprisoned:p6"
           "GFX_player_overlay:p11"
       }

        hair_color_index = 8
        hair_color = { # dark, base, highlight
            { 10 10 10 } {  200 200 200 } { 255 255 255 } #Black
            { 15 8 0 } { 174 166 160 } { 255 255 255 } #Medium Brown
            { 10 10 10 } { 46 42 39 } { 255 255 255 } #Second Black
            { 20 12 8 } { 138 116 99 } { 255 255 255 } #Second Brown
            { 10 10 10 } { 185 185 185 } { 255 255 255 } #Third Black
        }

        eye_color_index = 9
        eye_color = {
            { 120 74 46 } #Brown
            { 34 103 36 } #Green
            { 86 74 46 } #Second Brown
            { 36 32 24 } #Dark Brown
        }
        
        headgear_that_hides_hair = { 10 }
   }

    #### bactrian FEMALE ####

   spriteType = {
       name = "GFX_bactrian_female_clothes_behind"
       texturefile = "gfx\\characters\\byzantine_female\\byzantine_female_clothes_behind_early.dds"
       noOfFrames = 12
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_headgear_behind"
       texturefile = "gfx\\characters\\byzantine_female\\byzantine_female_headgear_behind_early.dds"
       noOfFrames = 12
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_hair_behind"
       texturefile = "gfx\\characters\\persian_female\\persian_female_hair_behind_1.dds"
       noOfFrames = 11
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_hair_behind_midage"
       texturefile = "gfx\\characters\\persian_female\\persian_female_hair_behind_2.dds"
       noOfFrames = 11
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_hair_behind_oldage"
       texturefile = "gfx\\characters\\persian_female\\persian_female_hair_behind_3.dds"
       noOfFrames = 11
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_base"
       texturefile = "gfx\\characters\\persian_female\\persian_female_base_1.dds"
       noOfFrames = 1
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_base_midage"
       texturefile = "gfx\\characters\\persian_female\\persian_female_base_2.dds"
       noOfFrames = 1
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_base_oldage"
       texturefile = "gfx\\characters\\persian_female\\persian_female_base_3.dds"
       noOfFrames = 1
       norefcount = yes
   }

 
   spriteType = {
       name = "GFX_bactrian_female_cheeks"
       texturefile = "gfx\\characters\\persian_female\\persian_female_cheeks_1.dds"
       noOfFrames = 13
       norefcount = yes
   }
 
   spriteType = {
       name = "GFX_bactrian_female_cheeks_midage"
       texturefile = "gfx\\characters\\persian_female\\persian_female_cheeks_2.dds"
       noOfFrames = 13
       norefcount = yes
   }
 
   spriteType = {
       name = "GFX_bactrian_female_cheeks_oldage"
       texturefile = "gfx\\characters\\persian_female\\persian_female_cheeks_3.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_neck"
       texturefile = "gfx\\characters\\persian_female\\persian_female_neck_1.dds"
       noOfFrames = 4
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_neck_midage"
       texturefile = "gfx\\characters\\persian_female\\persian_female_neck_2.dds"
       noOfFrames = 4
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_neck_oldage"
       texturefile = "gfx\\characters\\persian_female\\persian_female_neck_3.dds"
       noOfFrames = 4
       norefcount = yes
   }


   spriteType = {
       name = "GFX_bactrian_female_chin"
       texturefile = "gfx\\characters\\persian_female\\persian_female_chin_1.dds"
       noOfFrames = 12
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_chin_midage"
       texturefile = "gfx\\characters\\persian_female\\persian_female_chin_2.dds"
       noOfFrames = 12
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_chin_oldage"
       texturefile = "gfx\\characters\\persian_female\\persian_female_chin_3.dds"
       noOfFrames = 12
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_mouth"
       texturefile = "gfx\\characters\\persian_female\\persian_female_mouth_1.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_mouth_midage"
       texturefile = "gfx\\characters\\persian_female\\persian_female_mouth_2.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_mouth_oldage"
       texturefile = "gfx\\characters\\persian_female\\persian_female_mouth_3.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_nose"
       texturefile = "gfx\\characters\\persian_female\\persian_female_nose_1.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_nose_midage"
       texturefile = "gfx\\characters\\persian_female\\persian_female_nose_2.dds"
       noOfFrames = 13
       norefcount = yes
   }
 
   spriteType = {
       name = "GFX_bactrian_female_nose_oldage"
       texturefile = "gfx\\characters\\persian_female\\persian_female_nose_3.dds"
       noOfFrames = 13
       norefcount = yes
   }


   spriteType = {
       name = "GFX_bactrian_female_eyes"
       texturefile = "gfx\\characters\\persian_female\\persian_female_eyes_1.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_eyes_midage"
       texturefile = "gfx\\characters\\persian_female\\persian_female_eyes_2.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_eyes_oldage"
       texturefile = "gfx\\characters\\persian_female\\persian_female_eyes_3.dds"
       noOfFrames = 13
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_eyes2"
       texturefile = "gfx\\characters\\persian_female\\persian_female_eyes2.dds"
       noOfFrames = 13
       norefcount = yes
   }


   spriteType = {
       name = "GFX_bactrian_female_ear"
       texturefile = "gfx\\characters\\persian_female\\persian_female_ear_1.dds"
       noOfFrames = 6
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_ear_midage"
       texturefile = "gfx\\characters\\persian_female\\persian_female_ear_2.dds"
       noOfFrames = 6
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_ear_oldage"
       texturefile = "gfx\\characters\\persian_female\\persian_female_ear_3.dds"
       noOfFrames = 6
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_clothes"
       texturefile = "gfx\\characters\\byzantine_female\\byzantine_female_clothes_early.dds"
       noOfFrames = 12
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_hair"
       texturefile = "gfx\\characters\\persian_female\\persian_female_hair_1.dds"
       noOfFrames = 11
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_hair_midage"
       texturefile = "gfx\\characters\\persian_female\\persian_female_hair_2.dds"
       noOfFrames = 11
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_hair_oldage"
       texturefile = "gfx\\characters\\persian_female\\persian_female_hair_3.dds"
       noOfFrames = 11
       norefcount = yes
   }

   spriteType = {
       name = "GFX_bactrian_female_headgear"
       texturefile = "gfx\\characters\\byzantine_female\\byzantine_female_headgear_early.dds"
       noOfFrames = 12
       norefcount = yes
   }

   # persian female
   portraitType = {
       name = "PORTRAIT_persiangfx_female"
       effectFile = "gfx/FX/portrait.lua"
       layer = { # GFX_TYPE:[d|p]INDEX:COLOR_LINK:DONT_REFRESH_IF_VALID:CULTURE_INDEX
           "GFX_character_background:p0"
           "GFX_bactrian_female_clothes_behind:p3:c0"
           "GFX_bactrian_female_headgear_behind:p5:c1"
           "GFX_bactrian_female_hair_behind:p1:y"
           "GFX_bactrian_female_base:p2"
           "GFX_bactrian_female_neck:d0"
           "GFX_bactrian_female_mouth:d2"
           "GFX_bactrian_female_nose:d3"
           "GFX_bactrian_female_chin:d1"
           "GFX_bactrian_female_cheeks:d4"
           "GFX_bactrian_female_eyes:d6"
           "GFX_bactrian_female_eyes2:d6:e"
           "GFX_bactrian_female_ear:d7"
           "GFX_character_scars:p7:y"
           "GFX_character_reddots:p8"
           "GFX_character_boils:p9"
           "GFX_character_blinded_eyes:p10"
           "GFX_character_eyepatch:p13:y:o32x63"
           "GFX_bactrian_female_clothes:p3:c2"
           "GFX_empty:p5:c3"
           "GFX_bactrian_female_hair:p1:y"
           "GFX_character_mask:p12:y:o40x45"
           "GFX_empty:p3:c4"
           "GFX_bactrian_female_headgear:p5:c5"
           "GFX_character_imprisoned:p6"
           "GFX_player_overlay:p11"
       }

         hair_color_index = 8
        hair_color = { # dark, base, highlight
            { 10 10 10 } {  50 50 50 } { 255 255 255 } #Black
            { 15 8 0 } { 80 47 22 } { 255 255 255 } #Medium Brown
            { 10 10 10 } { 27 25 23 } { 255 255 255 } #Second Black
            { 20 12 8 } { 78 54 37 } { 255 255 255 } #Second Brown
            { 10 10 10 } { 65 65 65 } { 255 255 255 } #Third Black
        }

        eye_color_index = 9
        eye_color = {
            { 120 74 46 } #Brown
            { 34 103 36 } #Green
            { 86 74 46 } #Second Brown
            { 36 32 24 } #Dark Brown
        }
        
        headgear_that_hides_hair = { 10 }
   }

   # persian female midage
   portraitType = {
       name = "PORTRAIT_persiangfx_female1"
       effectFile = "gfx/FX/portrait.lua"
       layer = { # GFX_TYPE:[d|p]INDEX:COLOR_LINK:DONT_REFRESH_IF_VALID:CULTURE_INDEX
           "GFX_character_background:p0"
           "GFX_bactrian_female_clothes_behind:p3:c0"
           "GFX_bactrian_female_headgear_behind:p5:c1"
           "GFX_bactrian_female_hair_behind_midage:p1:y"
           "GFX_bactrian_female_base_midage:p2"
           "GFX_bactrian_female_neck_midage:d0"
           "GFX_bactrian_female_mouth_midage:d2"
           "GFX_bactrian_female_nose_midage:d3"
           "GFX_bactrian_female_chin_midage:d1"
           "GFX_bactrian_female_cheeks_midage:d4"
           "GFX_bactrian_female_eyes_midage:d6"
           "GFX_bactrian_female_eyes2:d6:e"
           "GFX_bactrian_female_ear_midage:d7"
           "GFX_character_scars:p7:y"
           "GFX_character_reddots:p8"
           "GFX_character_boils:p9"
           "GFX_character_blinded_eyes:p10"
           "GFX_character_eyepatch:p13:y:o32x63"
           "GFX_bactrian_female_clothes:p3:c2"
           "GFX_empty:p5:c3"
           "GFX_bactrian_female_hair_midage:p1:y"         
           "GFX_character_mask:p12:y:o40x45"
           "GFX_empty:p3:c4"
           "GFX_bactrian_female_headgear:p5:c5"
           "GFX_character_imprisoned:p6"
           "GFX_player_overlay:p11"
       }

        hair_color_index = 8
        hair_color = { # dark, base, highlight
            { 10 10 10 } {  50 50 50 } { 255 255 255 } #Black
            { 15 8 0 } { 80 47 22 } { 255 255 255 } #Medium Brown
            { 10 10 10 } { 27 25 23 } { 255 255 255 } #Second Black
            { 20 12 8 } { 78 54 37 } { 255 255 255 } #Second Brown
            { 10 10 10 } { 65 65 65 } { 255 255 255 } #Third Black
        }

        eye_color_index = 9
        eye_color = {
            { 120 74 46 } #Brown
            { 34 103 36 } #Green
            { 86 74 46 } #Second Brown
            { 36 32 24 } #Dark Brown
        }
        
        headgear_that_hides_hair = { 10 }
   }

   # Persian female oldage
   portraitType = {
       name = "PORTRAIT_persiangfx_female2"
       effectFile = "gfx/FX/portrait.lua"
       layer = { # GFX_TYPE:[d|p]INDEX:COLOR_LINK:DONT_REFRESH_IF_VALID:CULTURE_INDEX
           "GFX_character_background:p0"
           "GFX_bactrian_female_clothes_behind:p3:c0"
           "GFX_bactrian_female_headgear_behind:p5:c1"
           "GFX_bactrian_female_hair_behind_oldage:p1:y"
           "GFX_bactrian_female_base_oldage:p2"
           "GFX_bactrian_female_neck_oldage:d0"
           "GFX_bactrian_female_mouth_oldage:d2"
           "GFX_bactrian_female_nose_oldage:d3"
           "GFX_bactrian_female_chin_oldage:d1"
           "GFX_bactrian_female_cheeks_oldage:d4"
           "GFX_bactrian_female_eyes_oldage:d6"
           "GFX_bactrian_female_eyes2:d6:e"
           "GFX_bactrian_female_ear_oldage:d7"
           "GFX_character_scars:p7:y"
           "GFX_character_reddots:p8"
           "GFX_character_boils:p9"
           "GFX_character_blinded_eyes:p10"
           "GFX_character_eyepatch:p13:y:o32x63"
           "GFX_bactrian_female_clothes:p3:c2"
           "GFX_empty:p5:c3"
           "GFX_bactrian_female_hair_oldage:p1:y"
           "GFX_character_mask:p12:y:o40x45"
           "GFX_empty:p3:c4"
           "GFX_bactrian_female_headgear:p5:c5"
           "GFX_character_imprisoned:p6"
           "GFX_player_overlay:p11"
       }

        hair_color_index = 8
        hair_color = { # dark, base, highlight
            { 10 10 10 } {  200 200 200 } { 255 255 255 } #Black
            { 15 8 0 } { 174 166 160 } { 255 255 255 } #Medium Brown
            { 10 10 10 } { 46 42 39 } { 255 255 255 } #Second Black
            { 20 12 8 } { 138 116 99 } { 255 255 255 } #Second Brown
            { 10 10 10 } { 185 185 185 } { 255 255 255 } #Third Black
        }

        eye_color_index = 9
        eye_color = {
            { 120 74 46 } #Brown
            { 34 103 36 } #Green
            { 86 74 46 } #Second Brown
            { 36 32 24 } #Dark Brown
        }
        
        headgear_that_hides_hair = { 10 }
   }
 
}