has_paragon_dlc = { host_has_dlc = "Galactic Paragons" } is_hive_species = { species = { has_trait = trait_hive_mind } } has_any_subclass = { OR = { has_council_subclass = yes has_non_council_subclass = yes } } has_council_subclass = { OR = { has_trait = subclass_commander_councilor has_trait = subclass_official_diplomacy_councilor has_trait = subclass_official_economy_councilor has_trait = subclass_scientist_councilor } } has_governor_subclass = { OR = { has_trait = subclass_commander_governor has_trait = subclass_official_governor has_trait = subclass_scientist_governor } } has_non_council_subclass = { OR = { has_trait = subclass_commander_admiral has_trait = subclass_commander_general has_trait = subclass_commander_governor has_trait = subclass_official_delegate has_trait = subclass_official_governor has_trait = subclass_scientist_explorer has_trait = subclass_scientist_scholar has_trait = subclass_scientist_governor } } has_any_ethic = { OR = { has_ethic = ethic_authoritarian has_ethic = ethic_egalitarian has_ethic = ethic_xenophile has_ethic = ethic_xenophobe has_ethic = ethic_materialist has_ethic = ethic_spiritualist has_ethic = ethic_militarist has_ethic = ethic_pacifist } } has_any_admiral_speciality = { OR = { has_trait = leader_trait_artillery_specialization has_trait = leader_trait_carrier_specialization has_trait = leader_trait_rocketry_specialization has_trait = leader_trait_gunship_specialization has_trait = leader_trait_artillery_specialization_2 has_trait = leader_trait_carrier_specialization_2 has_trait = leader_trait_rocketry_specialization_2 has_trait = leader_trait_gunship_specialization_2 } } has_any_governor_focus = { OR = { has_trait = leader_trait_mining_focus has_trait = leader_trait_mining_focus_2 has_trait = leader_trait_mining_focus_3 has_trait = leader_trait_generator_focus has_trait = leader_trait_generator_focus_2 has_trait = leader_trait_generator_focus_3 has_trait = leader_trait_farming_focus has_trait = leader_trait_farming_focus_2 has_trait = leader_trait_farming_focus_3 has_trait = leader_trait_industrial_focus has_trait = leader_trait_industrial_focus_2 has_trait = leader_trait_industrial_focus_3 has_trait = leader_trait_forge_focus has_trait = leader_trait_forge_focus_2 has_trait = leader_trait_forge_focus_3 has_trait = leader_trait_refinement_focus has_trait = leader_trait_refinement_focus_2 has_trait = leader_trait_refinement_focus_3 } } has_scientist_focus = { OR = { has_trait = leader_trait_engineering_focus has_trait = leader_trait_engineering_focus_2 has_trait = leader_trait_engineering_focus_3 has_trait = leader_trait_physics_focus has_trait = leader_trait_physics_focus_2 has_trait = leader_trait_physics_focus_3 has_trait = leader_trait_society_focus has_trait = leader_trait_society_focus_2 has_trait = leader_trait_society_focus_3 } } is_specialist_researcher_physics = { OR = { has_trait_tier1or2or3 = { TRAIT = leader_trait_expertise_computing } has_trait_tier1or2or3 = { TRAIT = leader_trait_expertise_field_manipulation } has_trait_tier1or2or3 = { TRAIT = leader_trait_expertise_particles } } } is_specialist_researcher_society = { OR = { has_trait_tier1or2or3 = { TRAIT = leader_trait_expertise_biology } has_trait_tier1or2or3 = { TRAIT = leader_trait_expertise_military_theory } has_trait_tier1or2or3 = { TRAIT = leader_trait_expertise_new_worlds } has_trait_tier1or2or3 = { TRAIT = leader_trait_expertise_statecraft } has_trait_tier1or2or3 = { TRAIT = leader_trait_expertise_archaeostudies } has_trait_tier1or2or3 = { TRAIT = leader_trait_expertise_psionics } } } is_specialist_researcher_engineering = { OR = { has_trait_tier1or2or3 = { TRAIT = leader_trait_expertise_industry } has_trait_tier1or2or3 = { TRAIT = leader_trait_expertise_materials } has_trait_tier1or2or3 = { TRAIT = leader_trait_expertise_propulsion } has_trait_tier1or2or3 = { TRAIT = leader_trait_expertise_voidcraft } } } is_specialist_researcher = { OR = { is_specialist_researcher_physics = yes is_specialist_researcher_society = yes is_specialist_researcher_engineering = yes } } is_head_of_research = { OR = { is_councilor_type = councilor_research is_councilor_type = councilor_gestalt_cognitive } } is_pool_leader = { exists = owner owner = { any_pool_leader = { is_same_value = PREVPREV } } } leader_has_empire_ethic = { OR = { AND = { has_ethic = ethic_pacifist owner = { is_pacifist = yes } } AND = { has_ethic = ethic_militarist owner = { is_militarist = yes } } AND = { has_ethic = ethic_xenophile owner = { is_xenophile = yes } } AND = { has_ethic = ethic_xenophobe owner = { is_xenophobe = yes } } AND = { has_ethic = ethic_egalitarian owner = { is_egalitarian = yes } } AND = { has_ethic = ethic_authoritarian owner = { is_authoritarian = yes } } AND = { has_ethic = ethic_spiritualist owner = { is_spiritualist = yes } } AND = { has_ethic = ethic_materialist owner = { is_materialist = yes } } } } suitable_for_chosen = { has_psionic_leader_trait = yes NOR = { has_any_chosen_one_leader_trait = yes # Current Chosen leader isn't suitable for new Chosen unless explicitely specified is_exploring_astral_rift = yes is_gestalt_node = yes } } suitable_for_chosen_covenant = { suitable_for_chosen = yes OR = { owner = { has_country_flag = composer_covenant_rank_3 } owner = { has_country_flag = eater_covenant_rank_3 } owner = { has_country_flag = instrument_covenant_rank_3 } owner = { has_country_flag = cradle_covenant_rank_3 } owner = { has_country_flag = whisperers_covenant_rank_3 } owner = { has_country_flag = forging_our_own_path } } } has_trait_in_council = { any_owned_leader = { is_councilor = yes has_trait = $TRAIT$ } } has_tier1or2or3_in_council = { any_owned_leader = { is_councilor = yes has_trait_tier1or2or3 = { TRAIT = $TRAIT$ } } } has_trait_tier1or2 = { OR = { has_trait = $TRAIT$ has_trait = $TRAIT$_2 } } has_trait_tier1or2or3 = { OR = { has_trait = $TRAIT$ has_trait = $TRAIT$_2 has_trait = $TRAIT$_3 } } local_or_sector_governor_has_trait = { exists = planet planet = { OR = { AND = { exists = leader leader = { has_trait = $TRAIT$ } } AND = { is_sector_capital = no NOT = { exists = leader } exists = sector sector.sector_capital = { exists = leader leader = { has_trait = $TRAIT$ } } } } } } # leader scope can_have_health_issues = { NOR = { has_trait = leader_trait_synthetic species = { OR = { has_trait = trait_machine_unit has_trait = trait_mechanical is_species_class = ROBOT is_species_class = MACHINE } } } } country_has_extra_council_position = { civics_count >= 3 is_gestalt = no } # planet scope has_azaryn_in_orbit = { exists = event_target:azaryn_ship any_fleet_in_orbit = { any_owned_ship = { is_same_value = event_target:azaryn_ship } } } is_azaryn_terraformable_pc = { OR = { habitable_planet_not_urban = yes is_azaryn_preferred_terraform_pc = yes } planet_size >= 10 NOT = { has_planet_flag = terraform_nucleus_transfixed } } is_azaryn_preferred_terraform_pc = { OR = { is_planet_class = pc_barren is_planet_class = pc_barren_cold } planet_size >= 10 NOT = { has_planet_flag = terraform_nucleus_transfixed } } has_miltary_background_job = { OR = { has_background_job = noble has_background_job = knight_commander has_background_job = duelist has_background_job = knight has_background_job = ranger has_background_job = squire } } trait_is_gestalt_check = { OR = { AND = { exists = owner owner = { is_gestalt = yes } } AND = { exists = from from = { is_scope_type = country is_gestalt = yes } } } } trait_is_hive_check = { OR = { AND = { exists = owner owner = { is_hive_empire = yes } } AND = { exists = from from = { is_scope_type = country is_hive_empire = yes } } } } trait_is_wilderness_check = { OR = { AND = { exists = owner owner = { is_wilderness_empire = yes } } AND = { exists = from from = { is_scope_type = country is_wilderness_empire = yes } } } } trait_is_machine_check = { OR = { AND = { exists = owner owner = { is_machine_empire = yes } } AND = { exists = from from = { is_scope_type = country is_machine_empire = yes } } } } trait_is_individual_machine_check = { OR = { AND = { exists = owner owner = { is_individual_machine = yes } } AND = { exists = from from = { is_scope_type = country is_individual_machine = yes } } } } trait_is_crisis_faction_check = { OR = { AND = { exists = owner owner = { is_crisis_faction = yes } } AND = { exists = from from = { is_scope_type = country is_crisis_faction = yes } } } } has_psionic_leader_trait = { OR = { has_trait = leader_trait_psionic has_trait = leader_trait_shroudwalker has_trait = leader_trait_admiral_warform has_any_chosen_one_leader_trait = yes } } has_chosen_one_leader_trait = { OR = { has_trait = leader_trait_chosen has_trait = leader_trait_shroudshaper has_trait = leader_trait_the_psionic_luminary } } has_patron_chosen_one_leader_trait = { OR = { has_trait = leader_trait_composer_chosen has_trait = leader_trait_instrument_chosen has_trait = leader_trait_eater_chosen has_trait = leader_trait_cradle_chosen has_trait = leader_trait_whisperers_chosen } } has_any_chosen_one_leader_trait = { OR = { has_chosen_one_leader_trait = yes has_patron_chosen_one_leader_trait = yes } } has_narratively_great_councilor_trait = { OR = { # Any class has_trait = leader_trait_master_bureaucrat has_trait = leader_trait_educator has_trait = leader_trait_politician has_trait = trait_ruler_charismatic has_trait = trait_ruler_charismatic_2 has_trait = leader_trait_gifted has_trait = leader_trait_gifted_2 # Scientist has_trait = leader_trait_collaborator has_trait = leader_trait_collaborator_2 has_trait = leader_trait_collaborator_3 has_trait = leader_trait_spark_of_genius has_trait = leader_trait_spark_of_genius_2 has_trait = leader_trait_society_focus has_trait = leader_trait_society_focus_2 has_trait = leader_trait_society_focus_3 has_trait = leader_trait_expertise_statecraft has_trait = leader_trait_expertise_statecraft_2 has_trait = leader_trait_expertise_statecraft_3 has_trait = leader_trait_knowledge_for_the_masses # Official has_trait = leader_trait_bureaucrat has_trait = leader_trait_principled has_trait = leader_trait_principled_2 has_trait = leader_trait_righteous has_trait = leader_trait_righteous_2 has_trait = trait_ruler_deep_connections has_trait = trait_ruler_deep_connections_2 has_trait = trait_ruler_deep_connections_3 has_trait = leader_trait_reformer has_trait = leader_trait_reformer_2 has_trait = leader_trait_reformer_3 has_trait = leader_trait_utopian_idealist has_trait = leader_trait_mediator has_trait = leader_trait_master_diplomat has_trait = leader_trait_galvanizer has_trait = leader_trait_zealot # Admiral has_trait = leader_trait_peacekeeper has_trait = leader_trait_fleet_organizer has_trait = leader_trait_fleet_organizer_2 has_trait = leader_trait_commanding_presence has_trait = leader_trait_commanding_presence_2 has_trait = leader_trait_military_overseer # General has_trait = leader_trait_overseer has_trait = leader_trait_overseer_2 has_trait = leader_trait_consul_general has_trait = leader_trait_consul_general_2 has_trait = leader_trait_shadow_broker has_trait = leader_trait_spycraft has_trait = leader_trait_spycraft_2 has_trait = leader_trait_honored_warmaster has_trait = leader_trait_spymaster } } has_narratively_great_speaker_trait = { OR = { # Any class has_trait = leader_trait_educator has_trait = leader_trait_politician has_trait = trait_ruler_charismatic has_trait = trait_ruler_charismatic_2 # Scientist has_trait = leader_trait_spark_of_genius has_trait = leader_trait_collective_wisdom has_trait = leader_trait_society_focus has_trait = leader_trait_society_focus_2 has_trait = leader_trait_society_focus_3 has_trait = leader_trait_expertise_statecraft has_trait = leader_trait_expertise_statecraft_2 has_trait = leader_trait_expertise_statecraft_3 has_trait = leader_trait_knowledge_for_the_masses has_trait = leader_trait_frontier_adventurer # Official has_trait = leader_trait_bureaucrat has_trait = leader_trait_righteous has_trait = leader_trait_righteous_2 has_trait = leader_trait_enlister has_trait = trait_ruler_deep_connections has_trait = trait_ruler_deep_connections_2 has_trait = trait_ruler_deep_connections_3 has_trait = leader_trait_reformer has_trait = leader_trait_reformer_2 has_trait = leader_trait_reformer_3 has_trait = leader_trait_courtroom_training has_trait = leader_trait_mediator has_trait = leader_trait_master_diplomat has_trait = leader_trait_galvanizer has_trait = leader_trait_zealot # Admiral has_trait = leader_trait_peacekeeper has_trait = leader_trait_commanding_presence has_trait = leader_trait_commanding_presence_2 has_trait = leader_trait_military_overseer # General has_trait = leader_trait_overseer has_trait = leader_trait_overseer_2 has_trait = leader_trait_consul_general has_trait = leader_trait_consul_general_2 has_trait = leader_trait_honored_warmaster } } ruler_or_councilor_has_ethic = { OR = { any_owned_leader = { is_ruler = yes has_ethic = ethic_$ETHIC$ } is_ethic_represented_on_council = ethic_$ETHIC$ } } is_currently_excavating_site = { any_archaeological_site = { is_site_locked = no exists = excavator_fleet excavator_fleet = { exists = leader leader = { is_same_value = root } } } } can_leader_get_council_trait_trigger = { OR = { NAND = { exists = owner owner = { is_gestalt = yes } is_councilor = no } has_leader_flag = restored_node has_leader_flag = renowned_leader } if = { limit = { exists = owner } owner = { is_crisis_faction = no } } } government_prefers_commanders = { OR = { has_government = gov_star_empire has_government = gov_military_dictatorship has_government = gov_military_junta has_government = gov_military_commissariat has_government = gov_martial_empire has_government = gov_martial_dictatorship has_government = gov_war_council has_government = gov_assembly_of_clans has_government = gov_citizen_stratocracy has_government = gov_citizen_republic has_government = gov_bandit_kingdom has_government = gov_bandit_commune has_government = gov_band_blood has_government = gov_defensive_union has_government = gov_cyber_dictatorial_individualist has_government = gov_cyber_dictatorial_collectivist has_government = gov_synth_democracy_virtual has_government = gov_synth_imperial_physical has_government = gov_synth_imperial_virtual } } government_prefers_officials = { OR = { has_government = gov_theocratic_monarchy has_government = gov_theocratic_dictatorship has_government = gov_theocratic_oligarchy has_government = gov_theocratic_republic has_government = gov_divine_empire has_government = gov_holy_tribunal has_government = gov_megachurch has_government = gov_military_commissariat has_government = gov_citizen_republic has_government = gov_irenic_dictatorship has_government = gov_irenic_bureaucracy has_government = gov_moral_democracy has_government = gov_celestial_empire has_government = gov_megacorporation has_government = gov_worker_coop has_government = gov_trade_league has_government = gov_criminal_syndicate has_government = gov_pirate_haven has_government = gov_subversive_cult has_government = gov_mortal_empire has_government = gov_grim_council has_government = gov_band_blood has_government = gov_sacrificial_megachurch has_government = gov_cyber_democracy_individualist has_government = gov_cyber_democracy_collectivist has_government = gov_cyber_oligarchy_collectivist has_government = gov_cyber_imperial_individualist has_government = gov_cyber_imperial_collectivist has_government = gov_cyber_corporate_individualist has_government = gov_synth_democracy_physical has_government = gov_synth_oligarchy_physical has_government = gov_synth_oligarchy_virtual has_government = gov_synth_dictatorship_physical has_government = gov_synth_dictatorship_virtual has_government = gov_synth_corporate_virtual } } government_prefers_scientists = { OR = { has_government = gov_irenic_monarchy has_government = gov_irenic_dictatorship has_government = gov_irenic_bureaucracy has_government = gov_moral_democracy has_government = gov_illuminated_autocracy has_government = gov_technocratic_dictatorship has_government = gov_science_directorate has_government = gov_rational_consensus has_government = gov_dimensional_covenant has_government = gov_cyber_oligarchy_individualist has_government = gov_cyber_corporate_collectivist has_government = gov_synth_corporate_physical } }