########################## # BLOCKED IN PARAGON DLC # ########################## trait_ruler_corvette_focus = { inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_corvette_focus RARITY = common COUNCIL = yes TIER = none } councilor_modifier = { ship_corvette_cost_mult = -0.3 } leader_potential_add = { has_paragon_dlc = no } leader_class = { commander } prerequisites = { tech_destroyers } # 'corvette focus' is a bit silly when it's the only available ship opposites = { trait_ruler_destroyer_focus trait_ruler_cruiser_focus trait_ruler_battleship_focus } selectable_weight = { weight = @class_trait_weight inline_script = paragon/council_weight_mult } } trait_ruler_destroyer_focus = { inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_destroyer_focus RARITY = common COUNCIL = yes TIER = none } councilor_modifier = { ship_destroyer_cost_mult = -0.3 } leader_potential_add = { has_paragon_dlc = no } leader_class = { commander } prerequisites = { tech_destroyers } opposites = { trait_ruler_corvette_focus trait_ruler_cruiser_focus trait_ruler_battleship_focus } selectable_weight = { weight = @class_trait_weight inline_script = paragon/council_weight_mult } } trait_ruler_cruiser_focus = { inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_cruiser_focus RARITY = common COUNCIL = yes TIER = none } councilor_modifier = { ship_cruiser_cost_mult = -0.3 } leader_potential_add = { has_paragon_dlc = no } leader_class = { commander } prerequisites = { tech_cruisers } opposites = { trait_ruler_corvette_focus trait_ruler_destroyer_focus trait_ruler_battleship_focus } selectable_weight = { weight = @class_trait_weight inline_script = paragon/council_weight_mult } } trait_ruler_battleship_focus = { inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_battleship_focus RARITY = common COUNCIL = yes TIER = none } councilor_modifier = { ship_battleship_cost_mult = -0.3 } leader_potential_add = { has_paragon_dlc = no } leader_class = { commander } prerequisites = { tech_battleships } opposites = { trait_ruler_corvette_focus trait_ruler_destroyer_focus trait_ruler_cruiser_focus } selectable_weight = { weight = @class_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_fleet_logistician = { inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_fleet_logistician RARITY = common COUNCIL = no TIER = none } leader_potential_add = { has_paragon_dlc = no } fleet_modifier = { ship_orbit_upkeep_mult = -0.15 } leader_class = { commander } selectable_weight = { weight = @class_trait_weight inline_script = paragon/pilot_weight_mult } } ################# # SHARED TRAITS # ################# ################### leader_trait_skirmisher = { inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_skirmisher RARITY = common COUNCIL = yes TIER = 1 } councilor_modifier = { ship_weapon_damage = 0.05 ship_speed_mult = 0.15 } leader_class = { commander } selectable_weight = { weight = @class_trait_weight inline_script = paragon/council_weight_mult } } ################### leader_trait_aggressive = { inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_aggressive RARITY = common COUNCIL = no TIER = 1 } fleet_modifier = { ship_fire_rate_mult = 0.05 ship_weapon_damage = 0.05 } leader_class = { commander } opposites = { leader_trait_cautious } selectable_weight = { weight = @class_trait_weight inline_script = paragon/pilot_weight_mult } } ################### leader_trait_cautious = { inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_cautious RARITY = common COUNCIL = no TIER = 1 } fleet_modifier = { ship_weapon_range_mult = 0.2 ship_disengage_chance_mult = 0.05 } leader_class = { commander } opposites = { leader_trait_aggressive } selectable_weight = { weight = @class_trait_weight inline_script = paragon/pilot_weight_mult } } ################### leader_trait_unyielding = { inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_unyielding RARITY = common COUNCIL = no TIER = 1 } fleet_modifier = { ship_hull_mult = 0.2 ship_disengage_chance_mult = -0.2 } leader_class = { commander } opposites = { leader_trait_nervous leader_trait_nervous_2 leader_trait_slipshod leader_trait_slipshod_2 leader_trait_trickster } selectable_weight = { weight = @class_trait_weight inline_script = paragon/pilot_weight_mult } } ################### leader_trait_engineer = { inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_engineer RARITY = common COUNCIL = no TIER = 1 } fleet_modifier = { ship_hull_regen_add_perc = 0.005 ship_armor_regen_add_perc = 0.01 } leader_class = { commander } selectable_weight = { weight = @class_trait_weight inline_script = paragon/pilot_weight_mult } } ################### leader_trait_trickster = { inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_trickster RARITY = common COUNCIL = no TIER = 1 } fleet_modifier = { ship_emergency_ftl_mult = -0.2 ship_disengage_chance_mult = 0.4 } leader_class = { commander } opposites = { leader_trait_unyielding leader_trait_reckless leader_trait_reckless_2 } selectable_weight = { weight = @class_trait_weight inline_script = paragon/pilot_weight_mult } } ############# # AGGRESSOR # ############# leader_trait_wrecker = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_wrecker RARITY = veteran COUNCIL = no TIER = 1 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_commander_admiral } fleet_modifier = { ship_weapon_damage = 0.15 create_debris_chance = -0.35 } leader_class = { commander } opposites = { leader_trait_juryrigger leader_trait_juryrigger_2 } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/pilot_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = commander_admiral } } } leader_trait_wrecker_2 = { replace_traits = { leader_trait_wrecker } leader_trait_type = veteran inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_wrecker RARITY = veteran COUNCIL = no TIER = 2 } fleet_modifier = { ship_weapon_damage = 0.25 create_debris_chance = -0.5 } leader_class = { commander } opposites = { leader_trait_juryrigger leader_trait_juryrigger_2 } } ################### leader_trait_annihilator = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_annihilator RARITY = veteran COUNCIL = no TIER = 1 } fleet_modifier = { ship_orbital_bombardment_mult = 1.0 ship_weapon_damage = 0.05 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_commander_general } leader_class = { commander } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/pilot_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = commander_general } } } leader_trait_annihilator_2 = { replace_traits = { leader_trait_annihilator } leader_trait_type = veteran inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_annihilator RARITY = veteran COUNCIL = no TIER = 2 } fleet_modifier = { ship_orbital_bombardment_mult = 2.0 ship_weapon_damage = 0.10 } leader_class = { commander } } ################### leader_trait_artillerist = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_artillerist RARITY = veteran COUNCIL = no TIER = 1 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_commander_admiral } fleet_modifier = { ship_weapon_damage = 0.1 ship_tracking_mult = 0.075 } leader_class = { commander } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/pilot_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = commander_admiral } } } leader_trait_artillerist_2 = { leader_trait_type = veteran replace_traits = { leader_trait_artillerist } inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_artillerist RARITY = veteran COUNCIL = no TIER = 2 } fleet_modifier = { ship_weapon_damage = 0.15 ship_tracking_mult = 0.1 ship_accuracy_mult = 0.075 } leader_class = { commander } } ################### leader_trait_commanding_presence = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_commanding_presence RARITY = veteran COUNCIL = no TIER = 1 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_commander_admiral } fleet_modifier = { command_limit_add = 50 } leader_class = { commander } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/pilot_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = commander_admiral } } } leader_trait_commanding_presence_2 = { leader_trait_type = veteran replace_traits = { leader_trait_commanding_presence } inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_commanding_presence RARITY = veteran COUNCIL = no TIER = 2 } fleet_modifier = { command_limit_add = 80 } leader_class = { commander } } ################### leader_trait_corsair = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_corsair RARITY = veteran COUNCIL = no TIER = 1 } # Effect in paragon_2.1005 event. leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_commander_admiral } leader_class = { commander } custom_tooltip = leader_trait_corsair_effect initial = no randomized = no } leader_trait_corsair_2 = { leader_trait_type = veteran replace_traits = { leader_trait_corsair } inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_corsair RARITY = veteran COUNCIL = no TIER = 2 } # Effect in paragon_2.1005 event. fleet_modifier = { ship_orbit_upkeep_mult = -0.2 } triggered_modifier = { potential = { has_first_contact_dlc = yes } ship_cloaking_strength_add = 1 } leader_class = { commander } custom_tooltip = leader_trait_corsair_2_effect } ################### leader_trait_demolisher = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_demolisher RARITY = veteran COUNCIL = no TIER = 1 } fleet_modifier = { ship_damage_against_starbases_mult = 0.3 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_commander_general } leader_class = { commander } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/pilot_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = commander_general } } } leader_trait_demolisher_2 = { leader_trait_type = veteran replace_traits = { leader_trait_demolisher } inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_demolisher RARITY = veteran COUNCIL = no TIER = 2 } fleet_modifier = { ship_damage_against_starbases_mult = 0.5 } leader_class = { commander } } ################### leader_trait_shipbreaker = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_shipbreaker RARITY = veteran COUNCIL = no TIER = 1 } # Effect in paragon_2.1005 event. leader_potential_add = { has_paragon_dlc = yes OR = { has_trait = subclass_commander_admiral has_trait = subclass_commander_general } } leader_class = { commander } custom_tooltip = leader_trait_shipbreaker_effect selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/pilot_weight_mult } } leader_trait_shipbreaker_2 = { leader_trait_type = veteran replace_traits = { leader_trait_shipbreaker } inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_shipbreaker RARITY = veteran COUNCIL = no TIER = 2 } # Effect in paragon_2.1005 event. fleet_modifier = { ship_armor_hardening_add = 0.15 } leader_class = { commander } custom_tooltip = leader_trait_shipbreaker_2_effect } ############# # TACTICIAN # ############# ##################### # Speciality Traits # ##################### leader_trait_archaeo_specialization = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_expertise_archaeostudies RARITY = veteran COUNCIL = no TIER = 1 } leader_potential_add = { has_ancrel = yes OR = { has_paragon_dlc = no has_trait = subclass_commander_admiral } exists = owner owner = { has_ascension_perk = ap_archaeoengineers } } fleet_modifier = { weapon_archaeotech_weapon_damage_mult = 0.2 weapon_archaeotech_weapon_fire_rate_mult = 0.15 } leader_class = { commander } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/pilot_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = commander_admiral } } } leader_trait_archaeo_specialization_2 = { leader_trait_type = veteran replace_traits = { leader_trait_archaeo_specialization } inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_expertise_archaeostudies RARITY = veteran COUNCIL = no TIER = 2 } fleet_modifier = { weapon_archaeotech_weapon_damage_mult = 0.35 weapon_archaeotech_weapon_fire_rate_mult = 0.35 } leader_class = { commander } } ################### leader_trait_artillery_specialization = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_artillery_specialization RARITY = veteran COUNCIL = no TIER = 1 } fleet_modifier = { weapon_role_artillery_weapon_damage_mult = 0.2 ship_weapon_range_mult = 0.15 } leader_potential_add = { has_paragon_dlc = yes has_any_admiral_speciality = no has_trait = subclass_commander_admiral } prerequisites = { OR = { tech_destroyers tech_stingers } } leader_class = { commander } fleet_specialization_tag = artillery custom_tooltip_with_modifiers = only_one_admiral_focus selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/pilot_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = commander_admiral } } } leader_trait_artillery_specialization_2 = { leader_trait_type = veteran replace_traits = { leader_trait_artillery_specialization } inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_artillery_specialization RARITY = veteran COUNCIL = no TIER = 2 } fleet_modifier = { weapon_role_artillery_weapon_damage_mult = 0.35 ship_weapon_range_mult = 0.35 } prerequisites = { OR = { tech_destroyers tech_stingers } } leader_class = { commander } fleet_specialization_tag = artillery custom_tooltip_with_modifiers = only_one_admiral_focus } ################### leader_trait_carrier_specialization = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_carrier_specialization RARITY = veteran COUNCIL = no TIER = 1 } fleet_modifier = { weapon_type_strike_craft_weapon_damage_mult = 0.15 weapon_type_strike_craft_weapon_fire_rate_mult = 0.15 ship_engagement_range_mult = 0.15 } leader_potential_add = { has_paragon_dlc = yes has_any_admiral_speciality = no has_trait = subclass_commander_admiral } prerequisites = { OR = { tech_cruisers tech_harbingers } tech_strike_craft_1 } leader_class = { commander } fleet_specialization_tag = carrier custom_tooltip_with_modifiers = only_one_admiral_focus selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/pilot_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = commander_admiral } } } leader_trait_carrier_specialization_2 = { leader_trait_type = veteran replace_traits = { leader_trait_carrier_specialization } inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_carrier_specialization RARITY = veteran COUNCIL = no TIER = 2 } fleet_modifier = { weapon_type_strike_craft_weapon_damage_mult = 0.25 weapon_type_strike_craft_weapon_fire_rate_mult = 0.25 ship_engagement_range_mult = 0.25 } prerequisites = { OR = { tech_cruisers tech_harbingers } tech_strike_craft_1 } leader_class = { commander } fleet_specialization_tag = carrier custom_tooltip_with_modifiers = only_one_admiral_focus } ################### leader_trait_rocketry_specialization = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_rocketry_specialization RARITY = veteran COUNCIL = no TIER = 1 } fleet_modifier = { weapon_type_explosive_weapon_fire_rate_mult = 0.15 weapon_type_explosive_weapon_damage_mult = 0.15 } leader_potential_add = { has_paragon_dlc = yes has_any_admiral_speciality = no has_trait = subclass_commander_admiral } prerequisites = { tech_missiles_1 } leader_class = { commander } fleet_specialization_tag = explosive custom_tooltip_with_modifiers = only_one_admiral_focus selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/pilot_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = commander_admiral } } } leader_trait_rocketry_specialization_2 = { leader_trait_type = veteran replace_traits = { leader_trait_rocketry_specialization } inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_rocketry_specialization RARITY = veteran COUNCIL = no TIER = 2 } fleet_modifier = { weapon_type_explosive_weapon_fire_rate_mult = 0.25 weapon_type_explosive_weapon_damage_mult = 0.25 } prerequisites = { tech_missiles_1 } leader_class = { commander } fleet_specialization_tag = explosive custom_tooltip_with_modifiers = only_one_admiral_focus } ################### leader_trait_gunship_specialization = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_gunship_specialization RARITY = veteran COUNCIL = no TIER = 1 } fleet_modifier = { s_slot_weapon_fire_rate_mult = 0.15 s_slot_weapon_damage_mult = 0.15 m_slot_weapon_fire_rate_mult = 0.15 m_slot_weapon_damage_mult = 0.15 } leader_potential_add = { has_paragon_dlc = yes has_any_admiral_speciality = no has_trait = subclass_commander_admiral } leader_class = { commander } fleet_specialization_tag = gunship custom_tooltip_with_modifiers = only_one_admiral_focus selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/pilot_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = commander_admiral } } } leader_trait_gunship_specialization_2 = { leader_trait_type = veteran replace_traits = { leader_trait_gunship_specialization } inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_gunship_specialization RARITY = veteran COUNCIL = no TIER = 2 } fleet_modifier = { s_slot_weapon_fire_rate_mult = 0.25 s_slot_weapon_damage_mult = 0.25 m_slot_weapon_fire_rate_mult = 0.25 m_slot_weapon_damage_mult = 0.25 } leader_class = { commander } fleet_specialization_tag = gunship custom_tooltip_with_modifiers = only_one_admiral_focus } ################### leader_trait_juryrigger = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_juryrigger RARITY = veteran COUNCIL = no TIER = 1 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_commander_admiral } fleet_modifier = { create_debris_chance = -1 # Effect in paragon_2.1005 event. } leader_class = { commander } custom_tooltip_with_modifiers = leader_trait_juryrigger_effect opposites = { leader_trait_wrecker leader_trait_wrecker_2 } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/pilot_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = commander_admiral } } } leader_trait_juryrigger_2 = { leader_trait_type = veteran replace_traits = { leader_trait_juryrigger } inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_juryrigger RARITY = veteran COUNCIL = no TIER = 2 } fleet_modifier = { create_debris_chance = -1 # Effect in paragon_2.1005 event. } leader_class = { commander } custom_tooltip_with_modifiers = leader_trait_juryrigger_2_effect opposites = { leader_trait_wrecker leader_trait_wrecker_2 } } ################### leader_trait_surgical_bombardment = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_surgical_bombardment RARITY = veteran COUNCIL = no TIER = 1 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_commander_general } fleet_modifier = { ship_orbital_bombardment_army_damage_mult = 0.33 ship_orbital_bombardment_pop_damage_mult = -0.67 } leader_class = { commander } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/pilot_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = commander_general } } } leader_trait_surgical_bombardment_2 = { leader_trait_type = veteran replace_traits = { leader_trait_surgical_bombardment } inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_surgical_bombardment RARITY = veteran COUNCIL = no TIER = 2 } fleet_modifier = { ship_orbital_bombardment_army_damage_mult = 0.75 ship_orbital_bombardment_pop_damage_mult = -0.80 } leader_class = { commander } } ################### leader_trait_scout = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = leader ICON = GFX_leader_trait_scout RARITY = free_or_veteran COUNCIL = no TIER = 1 } leader_potential_add = { OR = { has_paragon_dlc = no has_trait = subclass_commander_admiral has_trait = subclass_scientist_explorer } } modifier = { ship_speed_mult = 0.15 ship_hyperlane_range_add = 3 fleet_mia_time_mult = -0.15 } leader_class = { commander scientist } selectable_weight = { inline_script = paragon/subclass_free_trait_weight inline_script = paragon/pilot_weight_mult inline_script = { script = paragon/dual_subclass_weight_mult SUBCLASS_1 = commander_admiral SUBCLASS_2 = scientist_explorer } } } leader_trait_scout_2 = { leader_trait_type = veteran replace_traits = { leader_trait_scout } inline_script = { script = trait/icon CLASS = leader ICON = GFX_leader_trait_scout RARITY = free_or_veteran COUNCIL = no TIER = 2 } fleet_modifier = { ship_speed_mult = 0.25 ship_hyperlane_range_add = 4 fleet_mia_time_mult = -0.25 } leader_class = { commander scientist } } ############## # STRATEGIST # ############## leader_trait_gale_speed = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_gale_speed RARITY = free_or_veteran COUNCIL = yes TIER = 1 } councilor_modifier = { ship_speed_mult = 0.1 } leader_potential_add = { OR = { has_paragon_dlc = no has_trait = subclass_commander_councilor exists = event_target:officer } } leader_class = { commander } opposites = { leader_trait_lethargic leader_trait_lethargic_2 } selectable_weight = { inline_script = paragon/subclass_free_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_gale_speed_2 = { leader_trait_type = veteran replace_traits = { leader_trait_gale_speed } inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_gale_speed RARITY = free_or_veteran COUNCIL = yes TIER = 2 } councilor_modifier = { ship_speed_mult = 0.15 } leader_class = { commander } opposites = { leader_trait_lethargic leader_trait_lethargic_2 } } ################### trait_ruler_fortifier = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_fortifier RARITY = free_or_veteran COUNCIL = yes TIER = 1 } councilor_modifier = { starbase_upgrade_cost_mult = -0.075 ship_military_station_small_cost_mult = -0.075 shipclass_starbase_hull_mult = 0.05 shipclass_military_station_hull_mult = 0.05 } leader_potential_add = { OR = { has_paragon_dlc = no has_trait = subclass_commander_councilor } } leader_class = { commander } selectable_weight = { inline_script = paragon/subclass_free_trait_weight inline_script = paragon/council_weight_mult } } trait_ruler_fortifier_2 = { leader_trait_type = veteran replace_traits = { trait_ruler_fortifier } inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_fortifier RARITY = free_or_veteran COUNCIL = yes TIER = 2 } councilor_modifier = { starbase_upgrade_cost_mult = -0.10 ship_military_station_small_cost_mult = -0.10 shipclass_starbase_hull_mult = 0.10 shipclass_military_station_hull_mult = 0.10 } leader_class = { commander } } ################### leader_trait_armada_logistician = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_armada_logistician RARITY = free_or_veteran COUNCIL = yes TIER = 1 } councilor_modifier = { ship_orbit_upkeep_mult = -0.075 country_naval_cap_mult = 0.025 } leader_potential_add = { OR = { has_paragon_dlc = no has_trait = subclass_commander_councilor } } leader_class = { commander } selectable_weight = { inline_script = paragon/subclass_free_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_armada_logistician_2 = { leader_trait_type = veteran replace_traits = { leader_trait_armada_logistician } inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_armada_logistician RARITY = free_or_veteran COUNCIL = yes TIER = 2 } councilor_modifier = { ship_orbit_upkeep_mult = -0.10 country_naval_cap_mult = 0.075 } leader_class = { commander } } ################### trait_ruler_military_pioneer = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_military_pioneer RARITY = free_or_veteran COUNCIL = yes TIER = 1 } councilor_modifier = { starbase_shipyard_build_speed_mult = 0.10 starbase_upgrade_cost_mult = -0.075 } leader_potential_add = { OR = { has_paragon_dlc = no has_trait = subclass_commander_councilor } } leader_class = { commander } selectable_weight = { inline_script = paragon/subclass_free_trait_weight inline_script = paragon/council_weight_mult } } trait_ruler_military_pioneer_2 = { leader_trait_type = veteran replace_traits = { trait_ruler_military_pioneer } inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_military_pioneer RARITY = veteran COUNCIL = yes TIER = 2 } councilor_modifier = { starbase_shipyard_build_speed_mult = 0.20 starbase_upgrade_cost_mult = -0.10 } leader_class = { commander } } ################### leader_trait_intimidator = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_intimidator RARITY = veteran COUNCIL = yes TIER = 1 } councilor_modifier = { country_power_projection_influence_produces_add = 0.5 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_commander_councilor } leader_class = { commander } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_intimidator_2 = { leader_trait_type = veteran replace_traits = { leader_trait_intimidator } inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_intimidator RARITY = veteran COUNCIL = yes TIER = 2 } councilor_modifier = { country_power_projection_influence_produces_add = 0.75 } leader_class = { commander } } ################### leader_trait_border_guard = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_home_in_the_sky RARITY = veteran COUNCIL = yes TIER = 1 } councilor_modifier = { shipsize_military_station_small_build_speed_mult = 0.15 shipclass_starbase_damage_mult = 0.2 shipclass_starbase_hull_mult = 0.25 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_commander_councilor } leader_class = { commander } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_border_guard_2 = { leader_trait_type = veteran replace_traits = { leader_trait_border_guard } inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_home_in_the_sky RARITY = veteran COUNCIL = yes TIER = 2 } councilor_modifier = { shipsize_military_station_small_build_speed_mult = 0.3 shipclass_starbase_damage_mult = 0.3 shipclass_starbase_hull_mult = 0.35 } leader_class = { commander } } ################### leader_trait_crew_trainer = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_destroyer_focus RARITY = veteran COUNCIL = yes TIER = 1 } councilor_modifier = { country_naval_cap_add = 25 ship_starting_experience_add = 120 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_commander_councilor } leader_class = { commander } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_crew_trainer_2 = { leader_trait_type = veteran replace_traits = { leader_trait_crew_trainer } inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_destroyer_focus RARITY = veteran COUNCIL = yes TIER = 2 } councilor_modifier = { country_naval_cap_add = 50 ship_starting_experience_add = 200 } leader_class = { commander } } ################### # DESTINY TRAITS # ################### leader_trait_master_gunner = { leader_trait_type = destiny inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_master_gunner RARITY = paragon COUNCIL = no TIER = none } on_gained_effect = { if = { limit = { exists = owner } owner = { country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait } } } fleet_modifier = { ship_weapon_range_mult = 0.3 ship_tracking_mult = 0.3 ship_accuracy_mult = 0.3 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_commander_admiral } leader_class = { commander } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/pilot_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = commander_admiral } } background_icon = GFX_leader_background_destiny_1 } leader_trait_military_overseer = { leader_trait_type = destiny inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_military_overseer RARITY = paragon COUNCIL = yes TIER = none } on_gained_effect = { if = { limit = { exists = owner } owner = { country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait } } } councilor_modifier = { country_power_projection_influence_produces_add = 2 shipclass_military_build_speed_mult = 0.25 ship_starting_experience_add = 500 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_commander_councilor } leader_class = { commander } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/council_weight_mult } background_icon = GFX_leader_background_destiny_1 } leader_trait_armorer = { leader_trait_type = destiny inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_armorer RARITY = paragon COUNCIL = yes TIER = none } on_gained_effect = { if = { limit = { exists = owner } owner = { country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait } } } councilor_modifier = { ship_shield_add = 100 ship_armor_add = 100 ship_armor_hardening_add = 0.2 ship_shield_hardening_add = 0.2 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_commander_councilor } leader_class = { commander } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/council_weight_mult } background_icon = GFX_leader_background_destiny_1 } leader_trait_destiny_engineer = { leader_trait_type = destiny inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_engineer RARITY = paragon COUNCIL = no TIER = none } on_gained_effect = { if = { limit = { exists = owner } owner = { country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait } } } fleet_modifier = { ship_hull_mult = 0.25 ship_hull_regen_add_perc = 0.02 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_commander_admiral } leader_class = { commander } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/pilot_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = commander_admiral } } background_icon = GFX_leader_background_destiny_1 } leader_trait_guerilla_tactics = { leader_trait_type = destiny inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_guerilla_tactics RARITY = paragon COUNCIL = no TIER = none } on_gained_effect = { if = { limit = { exists = owner } owner = { country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait } } } triggered_fleet_modifier = { potential = { has_first_contact_dlc = no } ship_disengage_chance_mult = 0.5 } triggered_fleet_modifier = { potential = { has_first_contact_dlc = yes } ship_cloaking_strength_add = 2 } fleet_modifier = { ship_disengage_opportunities_add = 2 ship_evasion_add = 10 fleet_mia_time_mult = -0.5 command_limit_mult = -0.25 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_commander_admiral } leader_class = { commander } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/pilot_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = commander_admiral } } background_icon = GFX_leader_background_destiny_1 } leader_trait_survivalist = { leader_trait_type = destiny inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_survivalist RARITY = paragon COUNCIL = no TIER = none } on_gained_effect = { if = { limit = { exists = owner } owner = { country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait } } } fleet_modifier = { ship_friendly_territory_evasion_mult = 0.45 ship_friendly_territory_fire_rate_mult = 0.45 ship_friendly_territory_shield_add = 300 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_commander_admiral } leader_class = { commander } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/pilot_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = commander_admiral } } background_icon = GFX_leader_background_destiny_1 } leader_trait_maven_of_war = { leader_trait_type = destiny inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_maven_of_war RARITY = paragon COUNCIL = yes TIER = none } on_gained_effect = { if = { limit = { exists = owner } owner = { country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait } } } councilor_modifier = { ship_speed_mult = 0.15 shipclass_military_build_speed_mult = 0.3 } triggered_councilor_modifier = { potential = { exists = owner owner = { country_uses_bio_ships = no } } category_voidcraft_research_speed_mult = 0.05 category_voidcraft_draw_chance_mult = 0.25 } triggered_councilor_modifier = { potential = { exists = owner owner = { country_uses_bio_ships = yes } } category_biology_research_speed_mult = 0.05 category_biology_draw_chance_mult = 0.25 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_commander_councilor } leader_class = { commander } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/council_weight_mult } background_icon = GFX_leader_background_destiny_1 } leader_trait_peacekeeper = { leader_trait_type = destiny inline_script = { script = trait/icon CLASS = leader ICON = GFX_leader_trait_peacekeeper RARITY = paragon COUNCIL = yes TIER = none } on_gained_effect = { if = { limit = { exists = owner } owner = { country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait } } } councilor_modifier = { planet_stability_add = 2 # piracy_suppression_mult = 0.35 planet_crime_add = -20 pop_ethic_pacifist_attraction_mult = 0.40 } leader_potential_add = { has_paragon_dlc = yes OR = { has_trait = subclass_official_economy_councilor has_trait = subclass_commander_councilor } } leader_class = { commander official } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/council_weight_mult } background_icon = GFX_leader_background_destiny_1 } ################### # NEGATIVE TRAITS # ################### leader_trait_nervous = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = GFX_leader_trait_nervous COUNCIL = no TIER = 1 } fleet_modifier = { ship_fire_rate_mult = -0.05 ship_disengage_chance_mult = 0.05 } leader_potential_add = { is_gestalt = no } leader_class = { commander } opposites = { leader_trait_unyielding } selectable_weight = { weight = @class_negative_trait_weight inline_script = paragon/pilot_weight_mult } } leader_trait_nervous_2 = { leader_trait_type = negative replace_traits = { leader_trait_nervous } inline_script = { script = trait/icon_negative ICON = GFX_leader_trait_nervous COUNCIL = no TIER = 2 } fleet_modifier = { ship_fire_rate_mult = -0.15 ship_disengage_chance_mult = 0.15 } leader_class = { commander } opposites = { leader_trait_unyielding } selectable_weight = @tier2_negative_trait_weight } ################### leader_trait_lethargic = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = GFX_leader_trait_lethargic COUNCIL = no TIER = 1 } fleet_modifier = { ship_evasion_mult = -0.05 ship_speed_mult = -0.05 ships_upkeep_mult = -0.025 } leader_potential_add = { is_gestalt = no } leader_class = { commander } opposites = { leader_trait_gale_speed leader_trait_gale_speed_2 } selectable_weight = { weight = @class_negative_trait_weight inline_script = paragon/pilot_weight_mult } } leader_trait_lethargic_2 = { leader_trait_type = negative replace_traits = { leader_trait_lethargic } inline_script = { script = trait/icon_negative ICON = GFX_leader_trait_lethargic COUNCIL = no TIER = 2 } fleet_modifier = { ship_evasion_mult = -0.15 ship_speed_mult = -0.15 ships_upkeep_mult = -0.05 } leader_class = { commander } opposites = { leader_trait_gale_speed leader_trait_gale_speed_2 } selectable_weight = @tier2_negative_trait_weight } ################### leader_trait_micromanager = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = GFX_leader_trait_micromanager COUNCIL = no TIER = 1 } fleet_modifier = { ships_upkeep_mult = 0.1 } leader_class = { commander } selectable_weight = { weight = @class_negative_trait_weight inline_script = paragon/pilot_weight_mult } } leader_trait_micromanager_2 = { leader_trait_type = negative replace_traits = { leader_trait_micromanager } inline_script = { script = trait/icon_negative ICON = GFX_leader_trait_micromanager COUNCIL = no TIER = 2 } fleet_modifier = { ships_upkeep_mult = 0.3 } leader_class = { commander } selectable_weight = @tier2_negative_trait_weight } ################### leader_trait_reckless = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = GFX_leader_trait_reckless COUNCIL = no TIER = 1 } fleet_modifier = { ship_disengage_chance_mult = -0.2 } leader_class = { commander } opposites = { leader_trait_trickster } selectable_weight = { weight = @class_negative_trait_weight inline_script = paragon/pilot_weight_mult modifier = { species = { has_trait = trait_unruly } factor = @species_trait_weight_mult } } } leader_trait_reckless_2 = { leader_trait_type = negative replace_traits = { leader_trait_reckless } inline_script = { script = trait/icon_negative ICON = GFX_leader_trait_reckless COUNCIL = no TIER = 2 } fleet_modifier = { ship_disengage_chance_mult = -0.6 } leader_class = { commander } opposites = { leader_trait_trickster } selectable_weight = @tier2_negative_trait_weight } ################### leader_trait_slipshod = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = GFX_leader_trait_slipshod COUNCIL = no TIER = 1 } fleet_modifier = { ship_armor_mult = -0.1 ship_shield_mult = -0.1 } leader_class = { commander } opposites = { leader_trait_unyielding } selectable_weight = { weight = @class_negative_trait_weight inline_script = paragon/pilot_weight_mult modifier = { species = { OR = { has_trait = trait_decadent has_trait = trait_robot_decadent } } factor = @species_trait_weight_mult } } } leader_trait_slipshod_2 = { leader_trait_type = negative replace_traits = { leader_trait_slipshod } inline_script = { script = trait/icon_negative ICON = GFX_leader_trait_slipshod COUNCIL = no TIER = 2 } fleet_modifier = { ship_armor_mult = -0.2 ship_shield_mult = -0.2 } leader_class = { commander } opposites = { leader_trait_unyielding } selectable_weight = @tier2_negative_trait_weight } ########### # SPECIAL # ########### leader_trait_dragonslayer = { inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_dragonslayer RARITY = common COUNCIL = no TIER = none } fleet_modifier = { ship_speed_mult = 0.1 ship_fire_rate_mult = 0.1 } army_modifier = { army_damage_mult = 0.1 army_disengage_chance_mult = 0.1 } leader_class = { commander } initial = no randomized = no } leader_trait_clone_army_commander = { cost = 0 inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_clone_soldier RARITY = common COUNCIL = no TIER = none } fleet_modifier = { ship_fire_rate_mult = 0.25 ship_weapon_range_mult = 0.1 } leader_class = { commander } initial = no randomized = no } leader_trait_clone_army_fertile_commander = { cost = 0 inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_clone_soldier_descendant RARITY = common COUNCIL = no TIER = none } fleet_modifier = { ship_fire_rate_mult = 0.15 ship_weapon_range_mult = 0.05 } leader_class = { commander } initial = no randomized = no } leader_trait_clone_army_full_commander = { cost = 0 inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_clone_soldier_ascendant RARITY = common COUNCIL = no TIER = none } fleet_modifier = { ship_fire_rate_mult = 0.35 ship_weapon_range_mult = 0.20 } leader_class = { commander } initial = no randomized = no } leader_trait_tactical_algorithms = { cost = 0 leader_trait_type = destiny inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_tactical_algorithms" RARITY = veteran COUNCIL = no TIER = none } on_gained_effect = { if = { limit = { exists = owner } owner = { country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait } } } immortal_leaders = yes triggered_fleet_modifier = { potential = { always = yes } ship_military_alloys_upkeep_mult = -0.1 ship_military_energy_upkeep_mult = 0.2 mult = trigger:has_total_skill } custom_tooltip_with_modifiers = leader_trait_tactical_algorithms_tt leader_class = { commander } initial = no randomized = no trade_acceptance_weight = -10 }