# Documentation For Leader Traits # ------------------------------- # # leader_trait_name_key = { # # starting_ruler_trait = yes This trait is available in ruler creation. Default is no. # allowed_origins = { } OR - This trait is allowed in ruler creation if any of the listed origins is selected. If not specified, any origins are allowed. # forbidden_origins = { } OR - This trait is blocked in ruler creation if listed origins are selected. # allowed_civics = { } OR - This trait is allowed in ruler creation if any of the listed civics is selected. If not specified, any civics are allowed. # forbidden_civics = { } OR - This trait is blocked in ruler creation if listed civics are selected. # allowed_ethics = { } OR - This trait is allowed in ruler creation if any of the listed ethics are selected. If not specified, any ethics are allowed. # forbidden_ethics = { } OR - This trait is blocked in ruler creation if listed ethics are selected. # cost = 1 This trait cost/gives this amount of points when selected in ruler creation. # # icon = { Layered icon format introduced in Galactic Paragons. # layer = { There are no limits to the amount of layers that can be used. # icon = "GFX_name" Texture name defined in "interface" folder. Default trait icons are in "interface\icons\traits" folder. # color = "color_name" Layer color tint. Color name defined in "common\named_colors" folder. # visible = { } Scripted trigger. If false, hide layer. THIS = Leader # } ( In Galactic Paragons, we use an inline script to define this, see below. ) # } # background_icon = "GFX_name" Background used in the subclass and destiny trait selection UI. # # immortal_leaders = yes Is this leader immortal? Default is no. # ftl_inhibitor = yes If yes, a planet with a general with this trait will have an FTL inhibitor. Default is no. # can_retreat = no If yes, a fleet with an commander with this trait can use emergency FTL. Default is yes. # randomized = no Is this trait available during leader generation, level up or yearly negative trait chance. Default is yes. # leader_trait_type = veteran Determines when this trait can be gained, valid: 'basic', 'veteran', 'subclass', 'destiny', 'negative'. Default is 'basic'. # ethic_destiny_trait = yes When selecting a destiny trait, one of the options will be an ethic destiny trait if possible. Default is no. # notify_on_gained = no If yes, a message will be shown when a leader gains this trait. Default is yes. # force_councilor_trait = yes If yes, the trait will be treated as a councilor trait even if it does not have any councilor modifiers. Default is no. # # modifier = { } Modifier applied to scope leader is assigned to. # self_modifier = { } Modifier applied to the leader itself. # planet_modifier = { } Modifier applied to planet if Governor is assigned. # system_modifier = { } Modifier applied to system if the leader is inside it. Only applied from/to unoccupied objects with the same controller as the system. # sector_modifier = { } Modifier applied to all systems in sector if the leader is governing its capital and the capital is unoccupied. Not applied to planets with a governor. # fleet_modifier = { } Modifier applied to the fleet the leader is assigned to. # army_modifier = { } Modifier applied to the armies this leader commands. # galcom_modifier = { } Modifier applied to the country if this leader is assigned to the GalCom/GalEmp. # federation_modifier = { } Modifier applied to the federation if this leader is the delegate to it. # background_planet_modifier = { } Modifier applied to the leader's homeworld/background planet, if they have one. # councilor_modifier = { } Modifier applied to country if leader is on the Council. # # Modifiers applied if the given condition is fulfilled (THIS = Leader, FROM = the Scope the modifier will apply to): # triggered_modifier = { } # triggered_self_modifier = { } # triggered_planet_modifier = { } # triggered_system_modifier = { } # triggered_sector_modifier = { } # triggered_fleet_modifier = { } # triggered_army_modifier = { } # triggered_galcom_modifier = { } # triggered_federation_modifier = { } # triggered_background_planet_modifier = { } # triggered_councilor_modifier = { } # # Modifiers applied to pop groups on planet. Modifier values are divided in proportion to size between pop groups for which the trigger is true. (THIS = Pop group) # triggered_planet_pop_group_modifier_for_all = { } Applied if Governor is assigned. See documentation in buildings file # triggered_planet_pop_group_modifier_for_species = { } Applied if Governor is assigned. See documentation in buildings file # # triggered_desc = { Show key if trigger/exclusive_trigger is true. # trigger = { } Trigger appends additional localization key to existing text. THIS = Leader # exclusive_trigger = { } Exclusive trigger replaces all other text in tooltip with localization key. THIS = Leader # text = KEY # } # # custom_subtitle = KEY Replaces auto-generated trait subtitle with localization key. # custom_tooltip = KEY Replaces auto-generated modifier effect text with localization key. # custom_tooltip_with_modifiers = KEY Appends localization key to the end of auto-generated modifier effect text. # # on_gained_effect = { } Effects in this block fire when trait is acquired. THIS = Leader. # # leader_class = { } | all Limits which leader classes that can get this trait. # leader_potential_add = { } If exists, evaluates if leader can get trait. Scope: THIS = Leader, FROM = Country. # # requires_traits = { } AND - Trait only available if the leader's species has this trait. # requires_governments = { } OR - Trait only available if the Empire has this type of government form. # prerequisites = { } AND - Trait only available if the technology specified has been researched by the Empire. # opposites = { } OR - Trait only available if none of the listed traits are currently on leader. # replace_traits = { } AND - Trait will remove listed traits currently on leader when added. (Note: If multiple traits replace the same trait, only one of them will be considered its next tier.) # # ai_weight = 25 | { } Weight for being selected by AI. Default is 100. Can be a scripted weight, scope: THIS = Leader. # trade_acceptance_weight = 25 | { } How much this trait increases the leader's value for the AI in trade deals. Default is TRADE_VALUE_LEADER_TRAIT_DEFAULT. Can be a scripted weight, scope: THIS = Leader. # fleet_specialization_tag = carrier AI will outfit ships with components based on this tag if trait is selected. # # selectable_weight = 25 | { } Weight for availability at level up. Default is 100. Can be a scripted weight, scope: THIS = Leader, FROM = Country. # } # Galactic Paragons Trait Inline Script Documentation # ----------------------------------------- # # In Galactic Paragons, we use an inline script to define commonly used icon layers and also set the trait subtitle. # # inline_script = { # script = trait/icon # CLASS = commander Class name. Accepted: leader, commander, general, scientist, official # ICON = GFX_name Texture name defined in "interface" folder. Default trait icons are in "interface\icons\traits" folder. # RARITY = veteran Rarity tag. Accepted: common, veteran, paragon # COUNCIL = yes Is councilor trait? Accepted: yes, no, triggered (CLASS and COUNCIL will be set by triggered modifiers) # TIER = 2 Tier number. Accepted: none, 1, 2, 3 # }