################# # SHARED TRAITS # ################# ################### leader_trait_defence_engineer = { inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_defence_engineer" RARITY = common COUNCIL = yes TIER = 1 } councilor_modifier = { shipclass_military_station_damage_mult = 0.15 shipclass_military_station_hull_mult = 0.1 } leader_class = { commander } selectable_weight = { weight = @class_trait_weight inline_script = paragon/council_weight_mult } } ################### leader_trait_butcher = { inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_butcher" RARITY = common COUNCIL = no TIER = 1 } leader_potential_add = { trait_is_crisis_faction_check = no } army_modifier = { army_damage_mult = 0.15 army_collateral_damage_mult = 0.5 } leader_class = { commander } opposites = { leader_trait_armchair_commander leader_trait_armchair_commander_2 leader_trait_restrained } selectable_weight = { weight = @class_trait_weight inline_script = paragon/army_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = commander_general } } } ################### leader_trait_restrained = { inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_restrained" RARITY = common COUNCIL = no TIER = 1 } leader_potential_add = { trait_is_crisis_faction_check = no } army_modifier = { army_disengage_chance_mult = 0.15 army_collateral_damage_mult = -0.35 } fleet_modifier = { ship_orbital_bombardment_pop_damage_mult = -0.15 } leader_class = { commander } opposites = { leader_trait_victory_or_death leader_trait_victory_or_death_2 leader_trait_butcher } selectable_weight = { weight = @class_trait_weight inline_script = paragon/army_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = commander_general } } } ########### # INVADER # ########### leader_trait_dreaded = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_dreaded" RARITY = veteran COUNCIL = no TIER = 1 } army_modifier = { army_morale_damage_mult = 0.25 } leader_potential_add = { trait_is_crisis_faction_check = no has_paragon_dlc = yes has_trait = subclass_commander_general } leader_class = { commander } selectable_weight = { weight = @class_trait_weight inline_script = paragon/army_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = commander_general } } } leader_trait_dreaded_2 = { leader_trait_type = veteran replace_traits = { "leader_trait_dreaded" } inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_dreaded" RARITY = veteran COUNCIL = no TIER = 2 } army_modifier = { army_morale_damage_mult = 0.5 } leader_class = { commander } } ################### leader_trait_heavy_hitter = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_heavy_hitter" RARITY = free_or_veteran COUNCIL = no TIER = 1 } army_modifier = { army_damage_mult = 0.15 } leader_potential_add = { trait_is_crisis_faction_check = no OR = { has_paragon_dlc = no has_trait = subclass_commander_general } } leader_class = { commander } selectable_weight = { inline_script = paragon/subclass_free_trait_weight inline_script = paragon/army_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = commander_general } } } leader_trait_heavy_hitter_2 = { leader_trait_type = veteran replace_traits = { "leader_trait_heavy_hitter" } inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_heavy_hitter" RARITY = free_or_veteran COUNCIL = no TIER = 2 } army_modifier = { army_damage_mult = 0.3 } leader_class = { commander } } ################### leader_trait_interrogator = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_interrogator" RARITY = veteran COUNCIL = no TIER = 1 } leader_potential_add = { trait_is_crisis_faction_check = no has_paragon_dlc = yes has_trait = subclass_commander_general } leader_class = { commander } custom_tooltip = leader_trait_interrogator_effect selectable_weight = { inline_script = paragon/subclass_free_trait_weight inline_script = paragon/army_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = commander_general } } } leader_trait_interrogator_2 = { leader_trait_type = veteran replace_traits = { "leader_trait_interrogator" } inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_interrogator" RARITY = veteran COUNCIL = no TIER = 2 } army_modifier = { army_morale_damage_mult = 0.15 } leader_class = { commander } custom_tooltip = leader_trait_interrogator_2_effect } ################### leader_trait_crusader = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_crusader" RARITY = veteran COUNCIL = no TIER = 1 } leader_potential_add = { trait_is_crisis_faction_check = no has_paragon_dlc = yes has_trait = subclass_commander_general } leader_class = { commander } # Effect in paragon_2.1005 and paragon_2.1040 events custom_tooltip = leader_trait_crusader_effect initial = no randomized = no } leader_trait_crusader_2 = { leader_trait_type = veteran replace_traits = { "leader_trait_crusader" } inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_crusader" RARITY = veteran COUNCIL = no TIER = 2 } fleet_modifier = { damage_vs_rival_mult = 0.15 } army_modifier = { army_damage_mult = 0.1 army_morale = 0.25 } leader_class = { commander } # Effect in paragon_2.1005 and paragon_2.1040 events custom_tooltip = leader_trait_crusader_2_effect } ############ # MARSHALL # ############ leader_trait_overseer = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_overseer" RARITY = veteran COUNCIL = yes TIER = 1 } councilor_modifier = { monthly_loyalty_from_subjects = 0.25 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_official_diplomacy_councilor exists = owner owner = { is_homicidal = no } } leader_class = { official } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/council_weight_mult modifier = { exists = owner owner = { is_overlord = no } factor = 0.3 } } } leader_trait_overseer_2 = { leader_trait_type = veteran replace_traits = { "leader_trait_overseer" } inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_overseer" RARITY = veteran COUNCIL = yes TIER = 2 } councilor_modifier = { monthly_loyalty_from_subjects = 0.35 } leader_class = { official } } ################### trait_ruler_from_the_ranks = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_from_the_ranks" RARITY = free_or_veteran COUNCIL = yes TIER = 1 } triggered_councilor_modifier = { potential = { trait_is_gestalt_check = no } army_morale = 0.25 } triggered_councilor_modifier = { potential = { trait_is_gestalt_check = yes } army_damage_mult = 0.15 } councilor_modifier = { army_experience_gain_mult = 0.3 } 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_from_the_ranks_2 = { leader_trait_type = veteran replace_traits = { "trait_ruler_from_the_ranks" } inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_from_the_ranks" RARITY = free_or_veteran COUNCIL = yes TIER = 2 } triggered_councilor_modifier = { potential = { trait_is_gestalt_check = no } army_morale = 0.35 } triggered_councilor_modifier = { potential = { trait_is_gestalt_check = yes } army_damage_mult = 0.25 } councilor_modifier = { army_experience_gain_mult = 0.5 } leader_class = { commander } } ################### trait_ruler_recruiter = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_recruiter" RARITY = free_or_veteran COUNCIL = yes TIER = 1 } councilor_modifier = { planet_army_build_speed_mult = 0.3 armies_cost_mult = -0.15 } 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_recruiter_2 = { leader_trait_type = veteran replace_traits = { "trait_ruler_recruiter" } inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_recruiter" RARITY = free_or_veteran COUNCIL = yes TIER = 2 } councilor_modifier = { planet_army_build_speed_mult = 0.5 armies_cost_mult = -0.2 } leader_class = { commander } } ################### leader_trait_consul_general = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_consul_general" RARITY = veteran COUNCIL = yes TIER = 1 } councilor_modifier = { envoy_improve_relations_mult = 0.5 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_official_diplomacy_councilor exists = owner owner = { is_homicidal = no } } leader_class = { official } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_consul_general_2 = { leader_trait_type = veteran replace_traits = { "leader_trait_consul_general" } inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_consul_general" RARITY = veteran COUNCIL = yes TIER = 2 } councilor_modifier = { envoy_improve_relations_mult = 1 } leader_class = { official } } ################### leader_trait_shadow_broker = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_shadow_broker" RARITY = veteran COUNCIL = yes TIER = 1 } councilor_modifier = { intel_decryption_add = 1 intel_encryption_add = 1 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_official_diplomacy_councilor } leader_class = { official } selectable_weight = { inline_script = paragon/subclass_free_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_shadow_broker_2 = { leader_trait_type = veteran replace_traits = { "leader_trait_shadow_broker" } inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_shadow_broker" RARITY = veteran COUNCIL = yes TIER = 2 } councilor_modifier = { intel_decryption_add = 2 intel_encryption_add = 2 } leader_class = { official } } ################### leader_trait_home_guard = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_home_guard" RARITY = veteran COUNCIL = yes TIER = 1 } councilor_modifier = { planet_defense_armies_add = 1 planet_orbital_bombardment_damage = -0.1 } leader_potential_add = { has_paragon_dlc = yes 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_home_guard_2 = { leader_trait_type = veteran replace_traits = { "leader_trait_home_guard" } inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_home_guard" RARITY = veteran COUNCIL = yes TIER = 2 } councilor_modifier = { planet_defense_armies_add = 2 planet_orbital_bombardment_damage = -0.2 } leader_class = { commander } } ############# # PROTECTOR # ############# leader_trait_hardy = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_hardy" RARITY = veteran COUNCIL = no TIER = 1 } army_modifier = { army_health = 0.25 } leader_class = { commander } opposites = { leader_trait_slothful leader_trait_slothful_2 } leader_potential_add = { trait_is_crisis_faction_check = no has_trait = subclass_commander_general has_paragon_dlc = yes } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/army_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = commander_general } } } leader_trait_hardy_2 = { leader_trait_type = veteran replace_traits = { "leader_trait_hardy" } inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_hardy" RARITY = veteran COUNCIL = no TIER = 2 } army_modifier = { army_health = 0.5 } leader_class = { commander } opposites = { leader_trait_slothful leader_trait_slothful_2 } } ################### leader_trait_martinet = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_martinet" RARITY = veteran COUNCIL = no TIER = 1 } triggered_planet_modifier = { potential = { trait_is_gestalt_check = no } planet_crime_add = -15 } triggered_planet_modifier = { potential = { trait_is_gestalt_check = yes } planet_crime_no_happiness_add = -15 } triggered_sector_modifier = { potential = { trait_is_gestalt_check = no } planet_crime_add = -7.5 } triggered_sector_modifier = { potential = { trait_is_gestalt_check = yes } planet_crime_no_happiness_add = -7.5 } leader_class = { commander } opposites = { leader_trait_lawless leader_trait_lawless_2 } leader_potential_add = { trait_is_crisis_faction_check = no has_trait = subclass_commander_governor has_paragon_dlc = yes } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/governor_weight_mult } } leader_trait_martinet_2 = { leader_trait_type = veteran replace_traits = { "leader_trait_martinet" } inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_martinet" RARITY = veteran COUNCIL = no TIER = 2 } triggered_planet_modifier = { potential = { trait_is_gestalt_check = no } planet_crime_add = -25 } triggered_planet_modifier = { potential = { trait_is_gestalt_check = yes } planet_crime_no_happiness_add = -25 } triggered_sector_modifier = { potential = { trait_is_gestalt_check = no } planet_crime_add = -10 } triggered_sector_modifier = { potential = { trait_is_gestalt_check = yes } planet_crime_no_happiness_add = -10 } leader_class = { commander } opposites = { leader_trait_lawless leader_trait_lawless_2 } } ################### leader_trait_warden = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_warden" RARITY = free_or_veteran COUNCIL = no TIER = 1 } planet_modifier = { planet_defense_armies_add = 4 } sector_modifier = { planet_defense_armies_add = 2 } leader_potential_add = { trait_is_crisis_faction_check = no OR = { has_paragon_dlc = no has_trait = subclass_commander_governor } } leader_class = { commander } selectable_weight = { inline_script = paragon/subclass_free_trait_weight inline_script = paragon/governor_weight_mult } } leader_trait_warden_2 = { leader_trait_type = veteran replace_traits = { "leader_trait_warden" } inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_warden" RARITY = veteran COUNCIL = no TIER = 2 } planet_modifier = { planet_defense_armies_add = 8 } sector_modifier = { planet_defense_armies_add = 4 } leader_class = { commander } selectable_weight = @subclass_trait_weight } ################### leader_trait_reinforcer = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_reinforcer" RARITY = veteran COUNCIL = no TIER = 1 } planet_modifier = { planet_orbital_bombardment_damage = -0.25 army_defense_damage_mult = 0.4 } sector_modifier = { planet_orbital_bombardment_damage = -0.125 army_defense_damage_mult = 0.2 } leader_potential_add = { trait_is_crisis_faction_check = no has_paragon_dlc = yes has_trait = subclass_commander_governor } leader_class = { commander } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/governor_weight_mult } } leader_trait_reinforcer_2 = { leader_trait_type = veteran replace_traits = { "leader_trait_reinforcer" } ftl_inhibitor = yes inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_reinforcer" RARITY = veteran COUNCIL = no TIER = 2 } replace_traits = { leader_trait_reinforcer } planet_modifier = { planet_orbital_bombardment_damage = -0.4 army_defense_damage_mult = 0.6 } sector_modifier = { planet_orbital_bombardment_damage = -0.2 army_defense_damage_mult = 0.3 } leader_class = { commander } } ################### leader_trait_guardian = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_guardian" RARITY = veteran COUNCIL = yes TIER = 1 } councilor_modifier = { shipclass_military_station_damage_mult = 0.10 shipclass_military_station_hull_mult = 0.10 } leader_potential_add = { trait_is_crisis_faction_check = no 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_guardian_2 = { leader_trait_type = veteran replace_traits = { leader_trait_guardian } inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_guardian" RARITY = veteran COUNCIL = yes TIER = 2 } councilor_modifier = { shipclass_military_station_damage_mult = 0.20 shipclass_military_station_hull_mult = 0.20 } leader_class = { commander } } ################### leader_trait_conscripter = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_conscripter" RARITY = veteran COUNCIL = no TIER = 1 } planet_modifier = { planet_army_build_speed_mult = 0.2 army_starting_experience_add = 120 } sector_modifier = { planet_army_build_speed_mult = 0.1 army_starting_experience_add = 60 } leader_potential_add = { trait_is_crisis_faction_check = no has_paragon_dlc = yes has_trait = subclass_commander_governor } leader_class = { commander } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/governor_weight_mult } } leader_trait_conscripter_2 = { leader_trait_type = veteran replace_traits = { "leader_trait_conscripter" } inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_conscripter" RARITY = veteran COUNCIL = no TIER = 2 } planet_modifier = { planet_army_build_speed_mult = 0.4 army_starting_experience_add = 200 } sector_modifier = { planet_army_build_speed_mult = 0.2 army_starting_experience_add = 100 } leader_class = { commander } } ################### # DESTINY TRAITS # ################### leader_trait_taskmaster = { leader_trait_type = destiny inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_taskmaster" RARITY = paragon COUNCIL = no TIER = none } on_gained_effect = { owner = { country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait } } planet_modifier = { army_starting_experience_add = 500 } triggered_planet_modifier = { potential = { exists = owner owner = { country_uses_food = yes } } planet_soldiers_energy_produces_add = 0.5 planet_soldiers_minerals_produces_add = 0.5 planet_soldiers_food_produces_add = 0.5 } triggered_planet_modifier = { potential = { exists = owner owner = { country_uses_food = no } } planet_soldiers_energy_produces_add = 0.75 planet_soldiers_minerals_produces_add = 0.75 } sector_modifier = { army_starting_experience_add = 250 } triggered_sector_modifier = { potential = { exists = owner owner = { country_uses_food = yes } } planet_soldiers_energy_produces_add = 0.25 planet_soldiers_minerals_produces_add = 0.25 planet_soldiers_food_produces_add = 0.25 } triggered_sector_modifier = { potential = { exists = owner owner = { country_uses_food = no } } planet_soldiers_energy_produces_add = 0.375 planet_soldiers_minerals_produces_add = 0.375 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_commander_governor } leader_class = { commander } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/governor_weight_mult } background_icon = "GFX_leader_background_destiny_1" } leader_trait_fortress_cracker = { leader_trait_type = destiny inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_fortress_cracker" RARITY = paragon COUNCIL = no TIER = none } on_gained_effect = { owner = { country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait } } army_modifier = { army_damage_mult = 0.4 army_collateral_damage_mult = 1 } fleet_modifier = { ship_weapon_damage = 0.3 ship_damage_against_starbases_mult = 0.5 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_commander_general } leader_class = { commander } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/army_weight_mult inline_script = paragon/pilot_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = commander_general } } background_icon = "GFX_leader_background_destiny_1" } leader_trait_chainbreaker = { leader_trait_type = destiny ethic_destiny_trait = yes inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_chainbreaker" RARITY = paragon COUNCIL = no TIER = none } on_gained_effect = { owner = { country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait } } army_modifier = { army_morale = 1 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_commander_general has_ethic = ethic_egalitarian } leader_class = { commander } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/army_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = commander_general } } custom_tooltip_with_modifiers = leader_trait_chainbreaker_effect background_icon = "GFX_leader_background_destiny_1" } leader_trait_honored_warmaster = { leader_trait_type = destiny ethic_destiny_trait = yes inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_honored_warmaster" RARITY = paragon COUNCIL = no TIER = none } on_gained_effect = { owner = { country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait } } planet_modifier = { job_soldier_add = 400 soldier_jobs_bonus_workforce_mult = 0.20 } sector_modifier = { job_soldier_add = 200 soldier_jobs_bonus_workforce_mult = 0.10 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_commander_governor has_ethic = ethic_xenophile } leader_class = { commander } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/governor_weight_mult } background_icon = "GFX_leader_background_destiny_1" } leader_trait_academia_recruiter = { leader_trait_type = destiny ethic_destiny_trait = yes inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_academia_recruiter" RARITY = paragon COUNCIL = no TIER = none } on_gained_effect = { owner = { country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait } } planet_modifier = { job_researcher_naval_cap_add = 0.1 planet_jobs_engineering_research_produces_mult = 0.10 planet_soldiers_engineering_research_produces_add = 0.2 planet_physicists_alloys_upkeep_add = 0.1 planet_biologists_alloys_upkeep_add = 0.1 planet_engineers_alloys_upkeep_add = 0.1 } sector_modifier = { job_researcher_naval_cap_add = 0.05 planet_jobs_engineering_research_produces_mult = 0.05 planet_soldiers_engineering_research_produces_add = 0.1 planet_physicists_alloys_upkeep_add = 0.1 planet_biologists_alloys_upkeep_add = 0.1 planet_engineers_alloys_upkeep_add = 0.1 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_commander_governor has_ethic = ethic_materialist } leader_class = { commander } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/governor_weight_mult } background_icon = "GFX_leader_background_destiny_1" } leader_trait_supreme_warrior = { leader_trait_type = destiny inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_supreme_warrior" RARITY = paragon COUNCIL = no TIER = none } on_gained_effect = { owner = { country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait } } army_modifier = { army_damage_mult = 0.33 army_morale = 0.66 army_collateral_damage_mult = -0.33 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_commander_general } leader_class = { commander } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/army_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = commander_general } } background_icon = "GFX_leader_background_destiny_1" } leader_trait_spymaster = { leader_trait_type = destiny inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_spymaster" RARITY = paragon COUNCIL = yes TIER = none } on_gained_effect = { owner = { country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait } } councilor_modifier = { spy_network_daily_value_mult = 1.5 operations_cost_mult = -0.25 envoys_add = 2 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_official_diplomacy_councilor } leader_class = { official } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/council_weight_mult } background_icon = "GFX_leader_background_destiny_1" } leader_trait_totalitarian = { leader_trait_type = destiny ethic_destiny_trait = yes inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_totalitarian" RARITY = paragon COUNCIL = yes TIER = none } on_gained_effect = { owner = { country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait } } councilor_modifier = { diplo_weight_mult = 0.2 divided_patrongage_max_subjects = 1 country_councilor_influence_produces_add = 1 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_official_diplomacy_councilor has_ethic = ethic_authoritarian } leader_class = { official } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/council_weight_mult modifier = { exists = owner owner = { is_overlord = no } factor = 0.3 } } background_icon = "GFX_leader_background_destiny_1" } leader_trait_bellicose = { leader_trait_type = destiny force_councilor_trait = yes inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_bellicose" RARITY = paragon COUNCIL = yes TIER = none } on_gained_effect = { owner = { country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait } } custom_tooltip = leader_trait_bellicose_effect 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" } ################### # NEGATIVE TRAITS # ################### leader_trait_armchair_commander = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_armchair_commander" COUNCIL = no TIER = 1 } army_modifier = { army_morale = -0.05 army_damage_mult = -0.05 } leader_potential_add = { trait_is_crisis_faction_check = no is_gestalt = no } leader_class = { commander } opposites = { leader_trait_butcher } selectable_weight = { weight = @class_negative_trait_weight inline_script = paragon/army_weight_mult } } leader_trait_armchair_commander_2 = { leader_trait_type = negative replace_traits = { "leader_trait_armchair_commander" } inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_armchair_commander" COUNCIL = no TIER = 2 } army_modifier = { army_morale = -0.20 army_damage_mult = -0.20 } leader_class = { commander } opposites = { leader_trait_butcher } selectable_weight = @tier2_negative_trait_weight } ################### leader_trait_uninspiring = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_uninspiring" COUNCIL = no TIER = 1 } army_modifier = { army_morale = -0.15 } leader_potential_add = { trait_is_crisis_faction_check = no exists = owner owner = { is_robot_empire = no } } leader_class = { commander } selectable_weight = { weight = @class_negative_trait_weight inline_script = paragon/army_weight_mult } } leader_trait_uninspiring_2 = { leader_trait_type = negative replace_traits = { "leader_trait_uninspiring" } inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_uninspiring" COUNCIL = no TIER = 2 } army_modifier = { army_morale = -0.40 } leader_class = { commander } selectable_weight = @tier2_negative_trait_weight } ################### leader_trait_slothful = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_slothful" COUNCIL = no TIER = 1 } leader_potential_add = { trait_is_crisis_faction_check = no } army_modifier = { army_health = -0.10 } leader_class = { commander } opposites = { leader_trait_hardy leader_trait_hardy_2 } selectable_weight = { weight = @class_negative_trait_weight inline_script = paragon/army_weight_mult modifier = { species = { OR = { has_trait = trait_sedentary has_trait = trait_decadent has_trait = trait_robot_decadent } } factor = @species_trait_weight_mult } } } leader_trait_slothful_2 = { leader_trait_type = negative replace_traits = { "leader_trait_slothful" } inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_slothful" COUNCIL = no TIER = 2 } army_modifier = { army_health = -0.30 } leader_class = { commander } opposites = { leader_trait_hardy leader_trait_hardy_2 } selectable_weight = @tier2_negative_trait_weight } ################### leader_trait_victory_or_death = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_victory_or_death" COUNCIL = no TIER = 1 } army_modifier = { army_disengage_chance_mult = -0.3 } leader_potential_add = { trait_is_crisis_faction_check = no NOT = { has_ethic = ethic_pacifist } } leader_class = { commander } opposites = { leader_trait_restrained } selectable_weight = { weight = @class_negative_trait_weight inline_script = paragon/army_weight_mult } } leader_trait_victory_or_death_2 = { leader_trait_type = negative replace_traits = { "leader_trait_victory_or_death" } inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_victory_or_death" COUNCIL = no TIER = 2 } army_modifier = { army_disengage_chance_mult = -0.9 } leader_class = { commander } opposites = { leader_trait_restrained } selectable_weight = @tier2_negative_trait_weight } ################### leader_trait_disorganized = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_disorganized" COUNCIL = no TIER = 1 } leader_potential_add = { trait_is_crisis_faction_check = no } army_modifier = { armies_upkeep_mult = 0.40 } leader_class = { commander } opposites = { } selectable_weight = { weight = @class_negative_trait_weight inline_script = paragon/army_weight_mult modifier = { species = { has_trait = trait_unruly } factor = @species_trait_weight_mult } } } leader_trait_disorganized_2 = { leader_trait_type = negative replace_traits = { "leader_trait_disorganized" } inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_disorganized" COUNCIL = no TIER = 2 } army_modifier = { armies_upkeep_mult = 1.00 } leader_class = { commander } opposites = { } selectable_weight = @tier2_negative_trait_weight } ################### leader_trait_lawless = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_lawless" COUNCIL = no TIER = 1 } leader_potential_add = { trait_is_crisis_faction_check = no NOT = { has_trait_tier1or2 = { TRAIT = leader_trait_corrupt } } } triggered_planet_modifier = { potential = { trait_is_gestalt_check = no } planet_crime_add = 10 } triggered_planet_modifier = { potential = { trait_is_gestalt_check = yes } planet_crime_no_happiness_add = 10 } triggered_sector_modifier = { potential = { trait_is_gestalt_check = no } planet_crime_add = 5 } triggered_sector_modifier = { potential = { trait_is_gestalt_check = yes } planet_crime_no_happiness_add = 5 } leader_class = { commander official scientist } opposites = { leader_trait_righteous leader_trait_righteous_2 leader_trait_martinet leader_trait_martinet_2 } selectable_weight = { weight = @class_negative_trait_weight inline_script = paragon/governor_weight_mult modifier = { species = { has_trait = trait_unruly } factor = @species_trait_weight_mult } } } leader_trait_lawless_2 = { leader_trait_type = negative replace_traits = { "leader_trait_lawless" } inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_lawless" COUNCIL = no TIER = 2 } triggered_planet_modifier = { potential = { trait_is_gestalt_check = no } planet_crime_add = 30 } triggered_planet_modifier = { potential = { trait_is_gestalt_check = yes } planet_crime_no_happiness_add = 30 } triggered_sector_modifier = { potential = { trait_is_gestalt_check = no } planet_crime_add = 15 } triggered_sector_modifier = { potential = { trait_is_gestalt_check = yes } planet_crime_no_happiness_add = 15 } leader_class = { commander official scientist } opposites = { leader_trait_righteous leader_trait_righteous_2 leader_trait_martinet leader_trait_martinet_2 } selectable_weight = @tier2_negative_trait_weight } ################ #SPECIAL TRAITS# ################ leader_trait_aturion_organizer = { leader_trait_type = destiny inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_supreme_organizer" RARITY = paragon COUNCIL = yes TIER = none } on_gained_effect = { owner = { country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait } } councilor_modifier = { empire_size_penalty_mult = -0.05 pop_government_ethic_attraction = 0.50 pop_happiness = -0.05 } leader_potential_add = { has_paragon_dlc = yes } leader_class = { commander } selectable_weight = { weight = @subclass_trait_weight inline_script = { script = paragon/ethic_weight_mult IS = xenophobe NOT = xenophile } } background_icon = "GFX_leader_background_destiny_1" randomized = no } leader_trait_tzrynn_tithe = { leader_trait_type = destiny inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_academic_minor_artifacts_expert" RARITY = paragon COUNCIL = no TIER = none } on_gained_effect = { owner = { country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait } } army_modifier = { army_collateral_damage_mult = -0.2 army_morale_damage_mult = 0.1 } leader_class = { commander } custom_tooltip_with_modifiers = leader_trait_kidnapper_3_effect background_icon = "GFX_leader_background_destiny_1" randomized = no }