leader_trait_adventurous_spirit = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_adventurous_spirit" RARITY = veteran COUNCIL = no TIER = 1 } triggered_self_modifier = { potential = { is_councilor = no } show_if_not_potential = yes not_potential_override_text_key = adventurous_spirit_on_council leaders_upkeep_mult = -0.1 } leader_potential_add = { trait_is_crisis_faction_check = no has_paragon_dlc = yes NOT = { has_trait = leader_trait_eager } } custom_tooltip_with_modifiers = leader_trait_adventurous_spirit_effect leader_class = { commander scientist official } selectable_weight = { weight = @shared_trait_weight inline_script = paragon/not_council_weight_mult } } leader_trait_adventurous_spirit_2 = { leader_trait_type = veteran replace_traits = { "leader_trait_adventurous_spirit" } inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_adventurous_spirit" RARITY = veteran COUNCIL = no TIER = 2 } triggered_self_modifier = { potential = { is_councilor = no } show_if_not_potential = yes not_potential_override_text_key = adventurous_spirit_on_council leaders_upkeep_mult = -0.25 species_leader_exp_gain = 0.05 } custom_tooltip_with_modifiers = leader_trait_adventurous_spirit_effect leader_class = { commander scientist official } } leader_trait_adventurous_spirit_3 = { leader_trait_type = veteran replace_traits = { "leader_trait_adventurous_spirit_2" } inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_adventurous_spirit" RARITY = veteran COUNCIL = no TIER = 3 } triggered_self_modifier = { potential = { is_councilor = no } show_if_not_potential = yes not_potential_override_text_key = adventurous_spirit_on_council leaders_upkeep_mult = -0.25 species_leader_exp_gain = 0.1 } custom_tooltip_with_modifiers = leader_trait_adventurous_spirit_effect leader_class = { commander scientist official } } ################### leader_trait_eager = { inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_eager" RARITY = common COUNCIL = no TIER = 1 } self_modifier = { leaders_cost_mult = -0.5 leaders_upkeep_mult = -0.1 species_leader_exp_gain = 0.1 } leader_potential_add = { trait_is_crisis_faction_check = no is_pool_leader = yes # Starting trait only. NOT = { has_trait_tier1or2or3 = { TRAIT = leader_trait_adventurous_spirit } } } custom_tooltip_with_modifiers = "leader_trait_opportunity_custom_effect" leader_class = { commander scientist official } selectable_weight = @shared_trait_weight } ################### leader_trait_resilient = { inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_resilient" RARITY = common COUNCIL = no TIER = 1 } leader_potential_add = { trait_is_crisis_faction_check = no is_immortal = no from = { is_toxic_baths_empire = no } } triggered_self_modifier = { potential = { is_immortal = no } leader_lifespan_add = 20 } triggered_self_modifier = { potential = { is_immortal = yes } leaders_upkeep_mult = -0.1 } leader_class = { commander scientist official } opposites = { leader_trait_substance_abuser leader_trait_substance_abuser_2 } selectable_weight = @shared_trait_weight } ################### leader_trait_adaptable = { inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_adaptable" RARITY = common COUNCIL = no TIER = 1 } self_modifier = { species_leader_exp_gain = 0.2 } leader_class = { commander scientist official } opposites = { leader_trait_stubborn leader_trait_stubborn_2 } selectable_weight = @shared_trait_weight } ################### leader_trait_politician = { inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_politician" RARITY = common COUNCIL = yes TIER = 1 } councilor_modifier = { council_agenda_progress_speed = 0.10 } leader_potential_add = { OR = { is_gestalt = no AND = { is_gestalt = yes is_councilor = yes } } } leader_class = { commander scientist official } selectable_weight = { weight = @class_trait_weight inline_script = paragon/council_weight_mult } } ################### leader_trait_capitalist = { inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_capitalist" RARITY = common COUNCIL = no TIER = 1 } leader_potential_add = { trait_is_crisis_faction_check = no trait_is_wilderness_check = no has_global_flag = game_started has_base_skill > 1 NOT = { has_leader_flag = block_homeworld_traits } } triggered_background_planet_modifier = { potential = { exists = FROM FROM = { exists = owner owner = { is_same_value = root.owner } } trait_is_gestalt_check = no } job_technician_add = 200 } triggered_background_planet_modifier = { potential = { exists = FROM FROM = { exists = owner owner = { is_same_value = root.owner } } trait_is_gestalt_check = yes } job_technician_drone_add = 200 } planet_modifier = { planet_technician_energy_produces_mult = 0.05 } sector_modifier = { planet_technician_energy_produces_mult = 0.025 } leader_class = { commander scientist official } opposites = { leader_trait_private_mines leader_trait_private_mines_2 leader_trait_homesteader leader_trait_homesteader_2 leader_trait_scrapper leader_trait_scrapper_2 leader_trait_entrepreneur leader_trait_entrepreneur_2 leader_trait_venerated leader_trait_venerated_2 } selectable_weight = { weight = @job_provider_trait_weight inline_script = { script = "paragon/existing_trait_weight_mult" TRAIT = leader_trait_capitalist } } } leader_trait_capitalist_2 = { replace_traits = { "leader_trait_capitalist" } inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_capitalist" RARITY = common COUNCIL = no TIER = 2 } triggered_background_planet_modifier = { potential = { exists = FROM FROM = { exists = owner owner = { is_same_value = root.owner } } trait_is_gestalt_check = no } job_technician_add = 400 } triggered_background_planet_modifier = { potential = { exists = FROM FROM = { exists = owner owner = { is_same_value = root.owner } } trait_is_gestalt_check = yes } job_technician_drone_add = 400 } planet_modifier = { planet_technician_energy_produces_mult = 0.10 } sector_modifier = { planet_technician_energy_produces_mult = 0.05 } leader_class = { commander scientist official } } ################### leader_trait_private_mines = { inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_private_mines" RARITY = common COUNCIL = no TIER = 1 } leader_potential_add = { trait_is_crisis_faction_check = no trait_is_wilderness_check = no has_global_flag = game_started has_base_skill > 1 NOT = { has_leader_flag = block_homeworld_traits } } triggered_background_planet_modifier = { potential = { exists = FROM FROM = { exists = owner owner = { is_same_value = root.owner } } trait_is_gestalt_check = no } job_miner_add = 200 } triggered_background_planet_modifier = { potential = { exists = FROM FROM = { exists = owner owner = { is_same_value = root.owner } } trait_is_gestalt_check = yes } job_mining_drone_add = 200 } planet_modifier = { planet_miners_minerals_produces_mult = 0.05 } sector_modifier = { planet_miners_minerals_produces_mult = 0.025 } leader_class = { commander scientist official } opposites = { leader_trait_capitalist leader_trait_capitalist_2 leader_trait_homesteader leader_trait_homesteader_2 leader_trait_scrapper leader_trait_scrapper_2 leader_trait_entrepreneur leader_trait_entrepreneur_2 leader_trait_venerated leader_trait_venerated_2 } selectable_weight = { weight = @job_provider_trait_weight inline_script = { script = "paragon/existing_trait_weight_mult" TRAIT = leader_trait_private_mines } } } leader_trait_private_mines_2 = { replace_traits = { "leader_trait_private_mines" } inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_private_mines" RARITY = common COUNCIL = no TIER = 2 } triggered_background_planet_modifier = { potential = { exists = FROM FROM = { exists = owner owner = { is_same_value = root.owner } NOT = { is_planet_class = pc_shattered_ring_habitable } } trait_is_gestalt_check = no } job_miner_add = 400 } triggered_background_planet_modifier = { potential = { exists = FROM FROM = { exists = owner owner = { is_same_value = root.owner } NOT = { is_planet_class = pc_shattered_ring_habitable } } trait_is_gestalt_check = yes } job_mining_drone_add = 400 } triggered_background_planet_modifier = { potential = { exists = FROM FROM = { exists = owner owner = { is_same_value = root.owner } is_planet_class = pc_shattered_ring_habitable } trait_is_gestalt_check = no } job_miner_add = 400 } triggered_background_planet_modifier = { potential = { exists = FROM FROM = { exists = owner owner = { is_same_value = root.owner } is_planet_class = pc_shattered_ring_habitable } trait_is_gestalt_check = yes } job_mining_drone_add = 400 } planet_modifier = { planet_miners_minerals_produces_mult = 0.10 } sector_modifier = { planet_miners_minerals_produces_mult = 0.05 } leader_class = { commander scientist official } } ################### leader_trait_homesteader = { inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_homesteader" RARITY = common COUNCIL = no TIER = 1 } leader_potential_add = { trait_is_crisis_faction_check = no trait_is_wilderness_check = no has_global_flag = game_started has_base_skill > 1 exists = owner owner = { country_uses_food = yes } NOT = { has_leader_flag = block_homeworld_traits } } triggered_background_planet_modifier = { potential = { exists = FROM FROM = { artisan_is_pearl_diver_trigger = no } trait_is_gestalt_check = no } job_farmer_add = 200 } triggered_background_planet_modifier = { potential = { exists = FROM FROM = { artisan_is_pearl_diver_trigger = no } trait_is_gestalt_check = yes } job_agri_drone_add = 200 } triggered_background_planet_modifier = { potential = { exists = FROM FROM = { artisan_is_pearl_diver_trigger = yes } trait_is_gestalt_check = no } job_farmer_add = 100 job_artisan_add = 100 } planet_modifier = { planet_farmers_food_produces_mult = 0.05 } sector_modifier = { planet_farmers_food_produces_mult = 0.025 } leader_class = { commander scientist official } opposites = { leader_trait_capitalist leader_trait_capitalist_2 leader_trait_private_mines leader_trait_private_mines_2 leader_trait_scrapper leader_trait_scrapper_2 leader_trait_entrepreneur leader_trait_entrepreneur_2 leader_trait_venerated leader_trait_venerated_2 } selectable_weight = { weight = @job_provider_trait_weight inline_script = { script = "paragon/existing_trait_weight_mult" TRAIT = leader_trait_homesteader } } } leader_trait_homesteader_2 = { replace_traits = { "leader_trait_homesteader" } inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_homesteader" RARITY = common COUNCIL = no TIER = 2 } triggered_background_planet_modifier = { potential = { exists = FROM FROM = { artisan_is_pearl_diver_trigger = no } trait_is_gestalt_check = no } job_farmer_add = 400 } triggered_background_planet_modifier = { potential = { exists = FROM FROM = { artisan_is_pearl_diver_trigger = no } trait_is_gestalt_check = yes } job_agri_drone_add = 400 } triggered_background_planet_modifier = { potential = { exists = FROM FROM = { artisan_is_pearl_diver_trigger = yes } trait_is_gestalt_check = no } job_farmer_add = 200 job_artisan_add = 200 } planet_modifier = { planet_farmers_food_produces_mult = 0.10 } sector_modifier = { planet_farmers_food_produces_mult = 0.05 } leader_class = { commander scientist official } } ################### trait_ruler_champion_of_the_people = { inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_champion_of_the_people" RARITY = common COUNCIL = yes TIER = 1 } triggered_councilor_modifier = { potential = { exists = owner owner = { NOT = { has_civic = civic_dystopian_society } } } pop_happiness = 0.03 } triggered_councilor_modifier = { potential = { exists = owner owner = { has_civic = civic_dystopian_society } } pop_cat_ruler_happiness = 0.05 } leader_potential_add = { is_gestalt = no } leader_class = { scientist official commander } opposites = { leader_trait_tyrannical leader_trait_tyrannical_2 } selectable_weight = { weight = @shared_trait_weight inline_script = "paragon/council_weight_mult" } } trait_ruler_champion_of_the_people_2 = { replace_traits = { "trait_ruler_champion_of_the_people" } inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_champion_of_the_people" RARITY = common COUNCIL = yes TIER = 2 } triggered_councilor_modifier = { potential = { exists = owner owner = { NOT = { has_civic = civic_dystopian_society } } } pop_happiness = 0.075 } triggered_councilor_modifier = { potential = { exists = owner owner = { has_civic = civic_dystopian_society } } pop_cat_ruler_happiness = 0.10 } leader_class = { scientist official commander } opposites = { leader_trait_tyrannical leader_trait_tyrannical_2 } } ################### leader_trait_gifted = { inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_gifted" RARITY = common COUNCIL = no TIER = 1 } self_modifier = { leader_trait_selection_options_add = 1 } leader_potential_add = { trait_is_crisis_faction_check = no is_pool_leader = yes has_paragon_dlc = yes } on_gained_effect = { add_age = value:percent_of_leader_lifespan|PERCENT|-25| random_list = { 1 = { set_random_official_background_effect = yes } 1 = { set_random_commander_background_effect = yes } 1 = { set_random_scientist_background_effect = yes } } } leader_class = { commander scientist official } selectable_weight = 5 } leader_trait_gifted_2 = { replace_traits = { "leader_trait_gifted" } inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_gifted" RARITY = common COUNCIL = no TIER = 2 } self_modifier = { leader_trait_selection_options_add = 2 } leader_class = { commander scientist official } } ################### trait_imperial_heir = { force_councilor_trait = yes inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_imperial_heir" RARITY = common COUNCIL = triggered TIER = none } custom_tooltip_with_modifiers = "trait_imperial_heir_effects" triggered_self_modifier = { potential = { has_paragon_dlc = yes } leader_trait_selection_options_add = 1 } triggered_self_modifier = { potential = { exists = owner owner = { has_relic = r_the_rulerchip } is_ruler = yes } leader_trait_selection_options_add = 1 } triggered_background_planet_modifier = { potential = { is_ruler = yes exists = owner exists = FROM FROM.owner = { is_same_value = root.owner } owner = { has_valid_civic = civic_imperial_cult } } job_bureaucrat_add = 100 mult = value:imperial_cult_effective_ruler_level } triggered_self_modifier = { potential = { exists = owner owner = { is_purity_authority = yes is_imperial_authority = yes } } leader_lifespan_mult = @purity_traits_imperial_bloodline species_leader_exp_gain = @purity_traits_imperial_bloodline mult = species.species_traits_purity_count } triggered_self_modifier = { potential = { OR = { is_ruler = yes is_heir = yes } exists = owner owner = { is_purity_authority = yes is_imperial_authority = yes } } leader_skill_add = @purity_traits_imperial_level mult = species.species_traits_purity_count } triggered_councilor_modifier = { potential = { is_heir = yes leader_class = commander exists = owner owner = { is_imperial_authority = yes is_transcendent_authority = yes } } ship_hull_mult = @transcendent_imperial_heir_mult ship_speed_mult = @transcendent_imperial_heir_mult } triggered_councilor_modifier = { potential = { is_heir = yes leader_class = scientist exists = owner owner = { is_imperial_authority = yes is_transcendent_authority = yes } } ship_archaeological_site_clues_add = @transcendent_imperial_heir_skill } triggered_councilor_modifier = { potential = { has_astral_planes_dlc = yes is_heir = yes leader_class = scientist exists = owner owner = { is_imperial_authority = yes is_transcendent_authority = yes } } ship_astral_rift_clues_add = @transcendent_imperial_heir_skill } triggered_councilor_modifier = { potential = { is_heir = yes leader_class = official exists = owner owner = { is_imperial_authority = yes is_transcendent_authority = yes } } planet_stability_add = @transcendent_imperial_heir_stability } on_gained_effect = { change_background_job = noble } leader_class = { commander scientist official } randomized = no } ################### leader_trait_scrapper = { inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_scrapper" RARITY = common COUNCIL = no TIER = 1 } leader_potential_add = { trait_is_crisis_faction_check = no trait_is_wilderness_check = no has_global_flag = game_started has_base_skill > 1 NOT = { has_leader_flag = block_homeworld_traits } } triggered_background_planet_modifier = { potential = { trait_is_gestalt_check = no } job_foundry_add = 100 } triggered_background_planet_modifier = { potential = { exists = FROM FROM = { exists = owner owner = { is_same_value = root.owner is_catalytic_empire = no } } trait_is_hive_check = yes trait_is_wilderness_check = no } job_fabricator_add = 100 } triggered_background_planet_modifier = { potential = { exists = FROM FROM = { exists = owner owner = { is_same_value = root.owner is_catalytic_empire = no } } trait_is_machine_check = yes } job_fabricator_add = 100 } triggered_background_planet_modifier = { potential = { exists = FROM FROM = { exists = owner owner = { is_same_value = root.owner is_catalytic_empire = yes } } trait_is_gestalt_check = yes } job_fabricator_add = 100 } planet_modifier = { planet_metallurgists_alloys_produces_mult = 0.05 } sector_modifier = { planet_metallurgists_alloys_produces_mult = 0.025 } leader_class = { commander scientist official } opposites = { leader_trait_capitalist leader_trait_capitalist_2 leader_trait_private_mines leader_trait_private_mines_2 leader_trait_homesteader leader_trait_homesteader_2 leader_trait_entrepreneur leader_trait_entrepreneur_2 leader_trait_venerated leader_trait_venerated_2 } selectable_weight = { weight = @job_provider_trait_weight inline_script = { script = "paragon/existing_trait_weight_mult" TRAIT = leader_trait_scrapper } } } leader_trait_scrapper_2 = { replace_traits = { "leader_trait_scrapper" } inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_scrapper" RARITY = common COUNCIL = no TIER = 2 } triggered_background_planet_modifier = { potential = { trait_is_gestalt_check = no } job_foundry_add = 200 } triggered_background_planet_modifier = { potential = { exists = FROM FROM = { exists = owner owner = { is_same_value = root.owner is_catalytic_empire = no } } trait_is_hive_check = yes } job_fabricator_add = 200 } triggered_background_planet_modifier = { potential = { exists = FROM FROM = { exists = owner owner = { is_same_value = root.owner is_catalytic_empire = no } } trait_is_machine_check = yes } job_fabricator_add = 200 } triggered_background_planet_modifier = { potential = { exists = FROM FROM = { exists = owner owner = { is_same_value = root.owner is_catalytic_empire = yes } } trait_is_gestalt_check = yes } job_fabricator_add = 200 } planet_modifier = { planet_metallurgists_alloys_produces_mult = 0.10 } sector_modifier = { planet_metallurgists_alloys_produces_mult = 0.05 } leader_class = { commander scientist official } } ################### leader_trait_entrepreneur = { inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_entrepreneur" RARITY = common COUNCIL = no TIER = 1 } leader_potential_add = { trait_is_crisis_faction_check = no has_global_flag = game_started has_base_skill > 1 exists = owner owner = { country_uses_consumer_goods = yes } NOT = { has_leader_flag = block_homeworld_traits } } triggered_background_planet_modifier = { potential = { exists = FROM FROM = { exists = owner owner = { is_same_value = root.owner } } trait_is_gestalt_check = no } job_artisan_add = 100 } triggered_background_planet_modifier = { potential = { exists = FROM FROM = { exists = owner owner = { is_same_value = root.owner } } trait_is_gestalt_check = yes } job_artisan_drone_add = 100 } planet_modifier = { planet_artisans_consumer_goods_produces_mult = 0.05 } sector_modifier = { planet_artisans_consumer_goods_produces_mult = 0.025 } leader_class = { commander scientist official } opposites = { leader_trait_capitalist leader_trait_capitalist_2 leader_trait_private_mines leader_trait_private_mines_2 leader_trait_homesteader leader_trait_homesteader_2 leader_trait_scrapper leader_trait_scrapper_2 leader_trait_venerated leader_trait_venerated_2 } selectable_weight = { weight = @job_provider_trait_weight inline_script = { script = "paragon/existing_trait_weight_mult" TRAIT = leader_trait_entrepreneur } } } leader_trait_entrepreneur_2 = { replace_traits = { "leader_trait_entrepreneur" } inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_entrepreneur" RARITY = common COUNCIL = no TIER = 2 } triggered_background_planet_modifier = { potential = { exists = FROM FROM = { exists = owner owner = { is_same_value = root.owner } } trait_is_gestalt_check = no } job_artisan_add = 200 } triggered_background_planet_modifier = { potential = { exists = FROM FROM = { exists = owner owner = { is_same_value = root.owner } } trait_is_gestalt_check = yes } job_artisan_drone_add = 200 } planet_modifier = { planet_artisans_consumer_goods_produces_mult = 0.10 } sector_modifier = { planet_artisans_consumer_goods_produces_mult = 0.05 } leader_class = { commander scientist official } } ################### leader_trait_venerated = { inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_venerated" RARITY = common COUNCIL = no TIER = 1 } leader_potential_add = { trait_is_crisis_faction_check = no has_global_flag = game_started has_base_skill > 1 NOT = { has_leader_flag = block_homeworld_traits } } triggered_background_planet_modifier = { potential = { exists = FROM FROM = { exists = owner owner = { is_same_value = root.owner } } trait_is_gestalt_check = no } job_entertainer_add = 100 } triggered_background_planet_modifier = { potential = { exists = FROM FROM = { exists = owner owner = { is_same_value = root.owner } } trait_is_gestalt_check = yes trait_is_wilderness_check = no } job_evaluator_add = 100 } triggered_background_planet_modifier = { potential = { exists = FROM FROM = { exists = owner owner = { is_same_value = root.owner } } trait_is_wilderness_check = yes } planet_jobs_unity_produces_mult = 0.05 } planet_modifier = { planet_amenities_add = 300 } sector_modifier = { planet_amenities_add = 100 } leader_class = { commander scientist official } opposites = { leader_trait_capitalist leader_trait_capitalist_2 leader_trait_private_mines leader_trait_private_mines_2 leader_trait_homesteader leader_trait_homesteader_2 leader_trait_scrapper leader_trait_scrapper_2 leader_trait_entrepreneur leader_trait_entrepreneur_2 } selectable_weight = { weight = @job_provider_trait_weight inline_script = { script = "paragon/existing_trait_weight_mult" TRAIT = leader_trait_venerated } } } leader_trait_venerated_2 = { replace_traits = { "leader_trait_venerated" } inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_venerated" RARITY = common COUNCIL = no TIER = 2 } triggered_background_planet_modifier = { potential = { exists = FROM FROM = { exists = owner owner = { is_same_value = root.owner } } trait_is_gestalt_check = no } job_entertainer_add = 200 } triggered_background_planet_modifier = { potential = { exists = FROM FROM = { exists = owner owner = { is_same_value = root.owner } } trait_is_gestalt_check = yes trait_is_wilderness_check = no } job_evaluator_add = 200 } triggered_background_planet_modifier = { potential = { exists = FROM FROM = { exists = owner owner = { is_same_value = root.owner } } trait_is_wilderness_check = yes } planet_jobs_unity_produces_mult = 0.1 } planet_modifier = { planet_amenities_add = 600 } sector_modifier = { planet_amenities_add = 300 } leader_class = { commander scientist official } } ################### leader_trait_emotional_support_pet = { inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_emotional_support_pet" RARITY = common COUNCIL = no TIER = none } self_modifier = { leader_lifespan_add = 10 negative_traits_leader = -1 } leader_potential_add = { is_pool_leader = yes has_paragon_dlc = yes owner = { is_machine_empire = no } } leader_class = { commander scientist official } selectable_weight = @shared_trait_weight } ################### # DESTINY TRAITS # ################### leader_trait_educator = { leader_trait_type = destiny inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_educator" RARITY = paragon COUNCIL = yes TIER = none } on_gained_effect = { owner = { country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait } } leader_potential_add = { has_paragon_dlc = yes has_council_subclass = yes } councilor_modifier = { leader_trait_selection_options_add = 1 } leader_class = { commander scientist official } selectable_weight = { weight = @shared_trait_weight inline_script = "paragon/council_weight_mult" } background_icon = "GFX_leader_background_destiny_1" } leader_trait_master_bureaucrat = { leader_trait_type = destiny inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_master_bureaucrat" RARITY = paragon COUNCIL = yes TIER = none } on_gained_effect = { owner = { country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait } } councilor_modifier = { leaders_upkeep_mult = -0.05 empire_size_penalty_mult = -0.03 country_edict_fund_add = 75 } leader_potential_add = { has_paragon_dlc = yes has_council_subclass = yes } leader_class = { commander scientist official } selectable_weight = { weight = @shared_trait_weight inline_script = "paragon/council_weight_mult" } background_icon = "GFX_leader_background_destiny_1" } #leader_trait_selfcare_expert = { # leader_trait_type = destiny # inline_script = { # script = trait/icon # CLASS = leader # ICON = "GFX_leader_trait_erratic_morality_core" # RARITY = paragon # COUNCIL = no # TIER = none # } # triggered_self_modifier = { # potential = { # OR = { # owner = { # is_synthetic_empire = no # } # is_immortal = no # } # } # leader_lifespan_add = 40 # species_leader_exp_gain = 0.4 # } # triggered_self_modifier = { # potential = { # OR = { # owner = { # is_synthetic_empire = yes # } # is_immortal = yes # } # } # leaders_upkeep_mult = -0.8 # species_leader_exp_gain = 0.4 # } # leader_potential_add = { # has_paragon_dlc = yes # } # leader_class = { commander scientist official } # selectable_weight = @shared_trait_weight # background_icon = "GFX_leader_background_destiny_1" #} ################### # NEGATIVE TRAITS # ################### leader_trait_fallible = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_fallible" COUNCIL = no TIER = 1 } self_modifier = { negative_traits_leader = 1 } leader_potential_add = { is_pool_leader = yes } leader_class = { commander scientist official } selectable_weight = @shared_negative_trait_weight } leader_trait_fallible_2 = { leader_trait_type = negative replace_traits = { "leader_trait_fallible" } inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_fallible" COUNCIL = no TIER = 2 } self_modifier = { negative_traits_leader = 3 } leader_class = { commander scientist official } selectable_weight = @tier2_negative_trait_weight } ################### leader_trait_substance_abuser = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_substance_abuser" COUNCIL = no TIER = 1 } self_modifier = { leader_lifespan_add = -10 } leader_class = { commander scientist official } opposites = { leader_trait_resilient } leader_potential_add = { OR = { trait_is_gestalt_check = no AND = { exists = creator creator = { is_toxic_baths_empire = yes } } } } triggered_self_modifier = { potential = { exists = planet planet = { has_toxic_baths_building = yes } } leader_skill_add = 3 } selectable_weight = { weight = @shared_negative_trait_weight modifier = { species = { OR = { has_trait = trait_decadent has_trait = trait_robot_decadent } } factor = @species_trait_weight_mult } modifier = { is_immortal = yes factor = @reduced_effect_on_leader_mult } } } leader_trait_substance_abuser_2 = { leader_trait_type = negative replace_traits = { "leader_trait_substance_abuser" } inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_substance_abuser" COUNCIL = no TIER = 2 } self_modifier = { leader_lifespan_add = -30 } triggered_self_modifier = { potential = { exists = planet planet = { has_toxic_baths_building = yes } } leader_skill_add = 3 } leader_class = { commander scientist official } opposites = { leader_trait_resilient } selectable_weight = { weight = @tier2_negative_trait_weight modifier = { species = { OR = { has_trait = trait_decadent has_trait = trait_robot_decadent } } factor = @species_trait_weight_mult } } } ################### leader_trait_stubborn = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_stubborn" COUNCIL = no TIER = 1 } self_modifier = { species_leader_exp_gain = -0.10 } leader_class = { commander scientist official } opposites = { leader_trait_adaptable } selectable_weight = @shared_negative_trait_weight } leader_trait_stubborn_2 = { leader_trait_type = negative replace_traits = { "leader_trait_stubborn" } inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_stubborn" COUNCIL = no TIER = 2 } self_modifier = { leader_trait_selection_options_add = -1 species_leader_exp_gain = -0.20 } leader_class = { commander scientist official } opposites = { leader_trait_adaptable } selectable_weight = @tier2_negative_trait_weight } ################### leader_trait_melancholic = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_melancholic" COUNCIL = no TIER = 1 } self_modifier = { species_leader_exp_gain = -0.1 } triggered_self_modifier = { potential = { is_immortal = no } leader_lifespan_add = -10 } triggered_self_modifier = { potential = { is_immortal = yes } leaders_upkeep_mult = 0.15 } leader_class = { commander scientist official } selectable_weight = @shared_negative_trait_weight } leader_trait_melancholic_2 = { leader_trait_type = negative replace_traits = { "leader_trait_melancholic" } inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_melancholic" COUNCIL = no TIER = 2 } self_modifier = { species_leader_exp_gain = -0.2 } triggered_self_modifier = { potential = { is_immortal = no } leader_lifespan_add = -20 } triggered_self_modifier = { potential = { is_immortal = yes } leaders_upkeep_mult = 0.30 } leader_class = { commander scientist official } selectable_weight = @tier2_negative_trait_weight } ################### leader_trait_lavish_lifestyle = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_lavish_lifestyle" COUNCIL = no TIER = 1 } leader_potential_add = { trait_is_crisis_faction_check = no } inline_script = { script = paragon/leader_resource_upkeep RESOURCE = energy AMOUNT = 10 } leader_class = { official scientist commander } selectable_weight = { weight = @shared_negative_trait_weight modifier = { species = { OR = { has_trait = trait_decadent has_trait = trait_robot_decadent has_trait = trait_wasteful has_trait = trait_robot_wasteful } } factor = @species_trait_weight_mult } } } leader_trait_lavish_lifestyle_2 = { leader_trait_type = negative replace_traits = { "leader_trait_lavish_lifestyle" } inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_lavish_lifestyle" COUNCIL = no TIER = 2 } inline_script = { script = paragon/leader_resource_upkeep RESOURCE = energy AMOUNT = 20 } leader_class = { official scientist commander } selectable_weight = @tier2_negative_trait_weight } ################### leader_trait_excessive = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_excessive" COUNCIL = no TIER = 1 } inline_script = { script = paragon/leader_resource_upkeep RESOURCE = consumer_goods AMOUNT = 5 } leader_potential_add = { is_gestalt = no trait_is_crisis_faction_check = no } leader_class = { official scientist commander } selectable_weight = { weight = @shared_negative_trait_weight modifier = { species = { OR = { has_trait = trait_decadent has_trait = trait_robot_decadent has_trait = trait_wasteful has_trait = trait_robot_wasteful } } factor = @species_trait_weight_mult } } } leader_trait_excessive_2 = { leader_trait_type = negative replace_traits = { "leader_trait_excessive" } inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_excessive" COUNCIL = no TIER = 2 } inline_script = { script = paragon/leader_resource_upkeep RESOURCE = consumer_goods AMOUNT = 10 } leader_class = { official scientist commander } selectable_weight = @tier2_negative_trait_weight } ################### leader_trait_arrested_development = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_arrested_development" COUNCIL = no TIER = 1 } self_modifier = { species_leader_exp_gain = -0.25 } leader_class = { commander scientist official } initial = no } leader_trait_arrested_development_2 = { leader_trait_type = negative replace_traits = { "leader_trait_arrested_development" } inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_arrested_development" COUNCIL = no TIER = 2 } self_modifier = { species_leader_exp_gain = -0.75 } leader_class = { commander scientist official } initial = no } ########################### # NEGATIVE COUNCIL TRAITS # ########################### leader_trait_reclusive = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_reclusive" COUNCIL = yes TIER = 1 } councilor_modifier = { diplo_weight_mult = -0.05 } leader_class = { official scientist commander } opposites = { leader_trait_master_diplomat } selectable_weight = { weight = @shared_negative_trait_weight inline_script = paragon/council_weight_mult modifier = { species = { has_trait = trait_solitary } factor = @species_trait_weight_mult } } } leader_trait_reclusive_2 = { leader_trait_type = negative replace_traits = { "leader_trait_reclusive" } inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_reclusive" COUNCIL = yes TIER = 2 } councilor_modifier = { diplo_weight_mult = -0.15 } leader_class = { official scientist commander } opposites = { leader_trait_master_diplomat } selectable_weight = @tier2_negative_trait_weight } ################### leader_trait_embezzler = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_embezzler" COUNCIL = yes TIER = 1 } councilor_modifier = { country_energy_produces_mult = -0.05 } leader_class = { official scientist commander } selectable_weight = { weight = @shared_negative_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_embezzler_2 = { leader_trait_type = negative replace_traits = { "leader_trait_embezzler" } inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_embezzler" COUNCIL = yes TIER = 2 } councilor_modifier = { country_energy_produces_mult = -0.1 } leader_class = { official scientist commander } selectable_weight = @tier2_negative_trait_weight } ################### leader_trait_intolerant = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_intolerant" COUNCIL = yes TIER = 1 } councilor_modifier = { country_trust_cap_add = -10 } leader_class = { official scientist commander } opposites = { leader_trait_courtroom_training leader_trait_courtroom_training_2 leader_trait_courtroom_training_3 } selectable_weight = { weight = @shared_negative_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_intolerant_2 = { leader_trait_type = negative replace_traits = { "leader_trait_intolerant" } inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_intolerant" COUNCIL = yes TIER = 2 } councilor_modifier = { country_trust_cap_add = -30 } leader_class = { official scientist commander } opposites = { leader_trait_courtroom_training leader_trait_courtroom_training_2 leader_trait_courtroom_training_3 } selectable_weight = @tier2_negative_trait_weight } ################### leader_trait_gullible = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_gullible" COUNCIL = yes TIER = 1 } councilor_modifier = { intel_encryption_add = -1 } leader_class = { official scientist commander } selectable_weight = { weight = @shared_negative_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_gullible_2 = { leader_trait_type = negative replace_traits = { "leader_trait_gullible" } inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_gullible" COUNCIL = yes TIER = 2 } councilor_modifier = { intel_encryption_add = -2 } leader_class = { official scientist commander } selectable_weight = @tier2_negative_trait_weight } ################### leader_trait_volatile = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_volatile" COUNCIL = yes TIER = 1 } councilor_modifier = { country_unity_produces_mult = -0.05 } leader_class = { official scientist commander } selectable_weight = { weight = @shared_negative_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_volatile_2 = { leader_trait_type = negative replace_traits = { "leader_trait_volatile" } inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_volatile" COUNCIL = yes TIER = 2 } councilor_modifier = { country_unity_produces_mult = -0.1 } leader_class = { official scientist commander } selectable_weight = @tier2_negative_trait_weight } ################### leader_trait_passive = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_passive" COUNCIL = yes TIER = 1 } councilor_modifier = { council_agenda_progress_speed = -0.1 } leader_class = { official scientist commander } selectable_weight = { weight = @shared_negative_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_passive_2 = { leader_trait_type = negative replace_traits = { "leader_trait_passive" } inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_passive" COUNCIL = yes TIER = 2 } councilor_modifier = { council_agenda_progress_speed = -0.2 } leader_class = { official scientist commander } selectable_weight = @tier2_negative_trait_weight } ################### leader_trait_tyrannical = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_tyrannical" COUNCIL = yes TIER = 1 } triggered_councilor_modifier = { potential = { trait_is_gestalt_check = no } pop_happiness = -0.05 } triggered_councilor_modifier = { potential = { trait_is_gestalt_check = yes } planet_amenities_no_happiness_mult = -0.05 } leader_class = { official scientist commander } opposites = { trait_ruler_champion_of_the_people trait_ruler_champion_of_the_people_2 trait_ruler_feedback_loop trait_ruler_feedback_loop_2 } selectable_weight = { weight = @shared_negative_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_tyrannical_2 = { leader_trait_type = negative replace_traits = { "leader_trait_tyrannical" } inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_tyrannical" COUNCIL = yes TIER = 2 } triggered_councilor_modifier = { potential = { trait_is_gestalt_check = no } pop_happiness = -0.1 } triggered_councilor_modifier = { potential = { trait_is_gestalt_check = yes } planet_amenities_no_happiness_mult = -0.1 } leader_class = { official scientist commander } opposites = { trait_ruler_champion_of_the_people trait_ruler_champion_of_the_people_2 trait_ruler_feedback_loop trait_ruler_feedback_loop_2 } selectable_weight = @tier2_negative_trait_weight } ################### leader_trait_bureaucratic = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_bureaucratic" COUNCIL = yes TIER = 1 } leader_potential_add = { trait_is_wilderness_check = no } councilor_modifier = { empire_size_pops_mult = 0.05 } leader_class = { official scientist commander } selectable_weight = { weight = @shared_negative_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_bureaucratic_2 = { leader_trait_type = negative replace_traits = { "leader_trait_bureaucratic" } inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_bureaucratic" COUNCIL = yes TIER = 2 } councilor_modifier = { empire_size_pops_mult = 0.15 } leader_class = { official scientist commander } selectable_weight = @tier2_negative_trait_weight } ################### # UNSORTED ################### leader_trait_intemporal = { inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_intemporal" RARITY = paragon COUNCIL = no TIER = none } immortal_leaders = yes leader_class = { commander scientist official } initial = no randomized = no }