A complete list of 'Conditions' for triggers in export_descr_character_traits.txt and export_descr_ancillaries.txt

Code:
AgentType			[=] [admiral, assassin, diplomat, heretic, inquisitor, merchant, priest, princess, spy, witch]
AtSea
Attribute			[Charm, Chivalry, Command, Piety ] [<, >, >=] [-4 to 6]
BattleOdds			[<, >, <=, >=] [0.16 to 3]
BattleSuccess			[=, >=] [average, clear, crushing]
CharacterNumTurnsIdle		[>=] [4]
CharFactionType			[hre, portugal, spain]
CharacterReligion		[catholic, islam, orthodox]
CultureType			[eastern_european, middle_eastern, northern_european, southern_european]
DistanceCapital			[>, >=] [30 to 60]
EndedInSettlement
FactionBuildingExists		[=, >=] BUILDING
FactionExcommunicated
FactionLeaderAttribute		[Authority, Chivalry, Purity, Violence] [<, >, <=, >=] [-3 to5]
FactionLeaderTrait		[ReligiousActivity] [>] [1]
FactionReligion			[pagan]
FactionType			[aztecs, byzantium, denmark, england, france, hre, hungary, mongols, papal_states, poland, portugal, scotland, sicily, slave, spain, timurids]
FatherAnc			ANCILLARY
FatherAttribute			[Authority, Chivalry] [>=, <=] [-7 to 4]
FatherTrait			TRAIT [>=, <=] [1 to 6]
GeneralFoughtFaction		[aztecs, byzantium, denmark, egypt, england, france, hre, hungary, milan, mongols, moors, papal_states, poland, portugal, russia, scotland, sicily, slave, spain, timurids, turks, venice]
GeneralFoughtInCombat
GeneralHPLostRatioinBattle	[>, <=] [0.3, 80]
GeneralNumKillsInBattle		[<, >] [3 to 8]
GeneralWithAncKilled		ANCILLARY
GovernorBuildingExists		[>=] [castle, fortress, large_stone_wall, stone_wall]
GovernorInResidence
GovernorLoyaltyLevel		[<, =, >] [loyalty_happy, loyalty_disillusioned]
GovernorTaxLevel		[<, =, >] [tax_extortionate, tax_low, tax_high]
HasAncType			[Relic]
HighestAttAdjacentChar		[Magic] [witch] [<, >, >=] [0 to 7]
I_ConflictType			[Normal, Siege, SuccessfulAmbush]
I_CrusadeInProgress
I_TurnNumber			[>, <=, >=] [5 to 242]
I_WithdrawsBeforeBattle
I_WorldwideAncillaryExists	ANCILLARY
InEnemyLands
IsAdmiral
IsCrusade
IsFactionHeir
IsFactionLeader
IsGeneral
IsMarried
IsNightBattle
IsJihad 
IsOnCrusade
IsOnJihad
IsRegionCrusadeTarget
IsRegionJihadTarget
IsUnderSiege
MissionID			[assassinate_cardinal, return_papal_settlement]
MissionSucceeded
MissionSuccessLevel		[=] [highly_successful, not_successful]
NumCapturedSoldiers		[>] [80]
OnResource
PaybackID			[pope_cardinal_major_reward_only, pope_cardinal_min_penalty_major_reward, pope_rome_min_penalty_major_reward]
PercentageEnemyKilled		[<, =, >, <=, >=] [0 to 90]
PercentageOfArmyKilled		[>] [50]
PercentageUnitCategory		[cavalry, infantry] [>] [50 to 80]
PopulationHeretic		[<, >, >=] [5 to 20]
PopulationOwnReligion		[<, >, <=, >=] [40 to 95]
RandomPercent			[>] [60 to 96]
RansomAmount			[<, >] [1000 to 5000]
RansomType			[execute, ransom, release]
ReligionShift			[<, >, <=, >=] [8 to 10]
RemainingMPPercentage		[=] [100]
Routs
SettlementBuildingExists	[=, >=] BUILDING
SettlementBuildingFinished	[=, >=] BUILDING
SettlementName			SETTLEMENTNAME
SpouseAttribute			[Charm, Fertility] [<, >] [-2 to 8]
SpouseTrait			TRAIT [=, >=] [0 to 3]
TargetReligion			[catholic, islam]
TimeInRegion			[<, =, >] [1 to 5]
TimeSinceHeresy			[<] [5] [>=] [10]
TimeSinceReligion		[>] [95] [>=] [10]
TradingMonopoly
TrainedUnitCategory		[cavalry, infantry]
Trait				TRAIT [<, >, =, <=, >=] [0 to 3]
Treasury			[<, >] [0 to 150000]
WasAttacker
WonBattle