@designation_bonus = 50 #################################### # SHARED TRAITS BLOCKED IN PARAGON # #################################### trait_ruler_frontier_spirit = { inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_frontier_spirit" RARITY = common COUNCIL = yes TIER = none } councilor_modifier = { ship_colonizer_cost_mult = -0.25 planet_colony_development_speed_mult = 0.15 } leader_potential_add = { has_paragon_dlc = no trait_is_wilderness_check = no } leader_class = { official } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_intellectual = { inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_intellectual" RARITY = common COUNCIL = no TIER = none } modifier = { planet_jobs_physics_research_produces_mult = 0.10 planet_jobs_society_research_produces_mult = 0.10 planet_jobs_engineering_research_produces_mult = 0.10 } leader_potential_add = { has_paragon_dlc = no } leader_class = { official } initial = no randomized = no } #################################### # SHARED TRAITS FREE AND PARAGON # #################################### ##################### # STARTING TRAITS # ##################### leader_trait_bureaucrat = { # Unifier inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_bureaucrat" RARITY = common COUNCIL = no TIER = 1 } leader_potential_add = { trait_is_crisis_faction_check = no } planet_modifier = { planet_jobs_unity_produces_mult = 0.15 } sector_modifier = { planet_jobs_unity_produces_mult = 0.075 } leader_class = { official commander scientist } selectable_weight = { weight = @shared_trait_weight inline_script = paragon/governor_weight_mult inline_script = { script = "paragon/existing_specific_trait_weight_mult" TRAIT = leader_trait_bureaucrat } } } ################### leader_trait_army_veteran = { inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_army_veteran" RARITY = common COUNCIL = yes TIER = 1 } councilor_modifier = { planet_army_build_speed_mult = 0.25 armies_cost_mult = -0.10 army_defense_damage_mult = 0.25 } leader_potential_add = { is_pool_leader = yes # Starting trait only. } on_gained_effect = { add_age = value:percent_of_leader_lifespan|PERCENT|10| set_random_commander_background_effect = yes } leader_class = { official scientist } opposites = { "leader_trait_retired_fleet_officer" } selectable_weight = { weight = @shared_trait_weight inline_script = { script = "paragon/existing_specific_trait_weight_mult" TRAIT = leader_trait_army_veteran } } } ################### leader_trait_retired_fleet_officer = { inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_retired_fleet_officer" RARITY = common COUNCIL = yes TIER = 1 } councilor_modifier = { starbase_shipyard_build_speed_mult = 0.20 ship_starting_experience_add = 200 } leader_potential_add = { is_pool_leader = yes # Starting trait only. } on_gained_effect = { add_age = value:percent_of_leader_lifespan|PERCENT|10| set_random_commander_background_effect = yes } leader_class = { official scientist } opposites = { "leader_trait_army_veteran" } selectable_weight = { weight = @shared_trait_weight inline_script = { script = "paragon/existing_specific_trait_weight_mult" TRAIT = leader_trait_retired_fleet_officer } } } ################### leader_trait_agrarian_upbringing = { inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_agrarian_upbringing" 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 exists = owner owner = { country_uses_food = yes } is_pool_leader = yes # Starting trait only. } on_gained_effect = { if = { limit = { owner = { is_anglers_empire = yes } } change_background_job = angler } else = { change_background_job = farmer } } planet_modifier = { planet_jobs_food_produces_mult = 0.20 } sector_modifier = { planet_jobs_food_produces_mult = 0.10 } leader_class = { commander official scientist } selectable_weight = { weight = @shared_trait_weight inline_script = { script = "paragon/existing_specific_trait_weight_mult" TRAIT = leader_trait_agrarian_upbringing } } } ######################### # NON STARTING TRAITS # ######################### ################### trait_ruler_fertility_preacher = { inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_fertility_preacher" RARITY = common COUNCIL = yes TIER = 1 } leader_potential_add = { trait_is_crisis_faction_check = no trait_is_wilderness_check = no exists = owner owner = { OR = { NOT = { has_origin = origin_synthetic_fertility } AND = { has_origin = origin_synthetic_fertility has_technology = tech_synthetic_workers } } } } triggered_councilor_modifier = { potential = { exists = owner owner = { is_synthetic_empire = no } } logistic_growth_mult = 0.05 } triggered_councilor_modifier = { potential = { exists = owner owner = { is_synthetic_empire = yes } } planet_pop_assembly_mult = 0.05 } triggered_councilor_modifier = { potential = { exists = owner owner = { country_uses_food = yes } } planet_jobs_food_produces_mult = 0.15 } leader_class = { official } selectable_weight = { weight = @class_trait_weight inline_script = paragon/council_weight_mult } } ################### leader_trait_righteous = { inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_righteous" RARITY = common COUNCIL = no TIER = 1 } leader_potential_add = { trait_is_crisis_faction_check = no } 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 official } opposites = { leader_trait_corrupt leader_trait_corrupt_2 } selectable_weight = { weight = @shared_trait_weight inline_script = paragon/governor_weight_mult } } leader_trait_righteous_2 = { replace_traits = { "leader_trait_righteous" } inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_righteous" RARITY = common COUNCIL = no TIER = 2 } triggered_planet_modifier = { potential = { trait_is_gestalt_check = no } planet_crime_add = -50 } triggered_planet_modifier = { potential = { trait_is_gestalt_check = yes } planet_crime_no_happiness_add = -50 } triggered_sector_modifier = { potential = { trait_is_gestalt_check = no } planet_crime_add = -25 } triggered_sector_modifier = { potential = { trait_is_gestalt_check = yes } planet_crime_no_happiness_add = -25 } leader_class = { commander official } opposites = { leader_trait_corrupt leader_trait_corrupt_2 } } ################### leader_trait_iron_fist = { inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_iron_fist" RARITY = common COUNCIL = no TIER = 1 } planet_modifier = { pop_slave_bonus_workforce_mult = 0.2 } sector_modifier = { pop_slave_bonus_workforce_mult = 0.1 } leader_potential_add = { trait_is_crisis_faction_check = no trait_is_gestalt_check = no exists = owner owner = { allows_slavery = yes } } leader_class = { commander } selectable_weight = { weight = @shared_trait_weight inline_script = paragon/governor_weight_mult } } leader_trait_iron_fist_2 = { replace_traits = { "leader_trait_iron_fist" } inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_iron_fist" RARITY = common COUNCIL = no TIER = 2 } planet_modifier = { pop_slave_bonus_workforce_mult = 0.35 } sector_modifier = { pop_slave_bonus_workforce_mult = 0.15 } leader_class = { commander } } ################### leader_trait_environmental_engineer = { inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_environmental_engineer" RARITY = common COUNCIL = no TIER = 1 } leader_potential_add = { trait_is_crisis_faction_check = no exists = owner owner = { has_blocker_removal_tech = yes } } planet_modifier = { deposit_blockers_cost_mult = -0.35 planet_clear_blocker_speed_mult = 0.35 } sector_modifier = { deposit_blockers_cost_mult = -0.15 planet_clear_blocker_speed_mult = 0.15 } leader_class = { commander official scientist } selectable_weight = { weight = @shared_trait_weight inline_script = paragon/governor_weight_mult modifier = { owner = { has_valid_civic = civic_environmentalist } factor = @anti_synergy_weight_mult } } } ################### leader_trait_enlister = { inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_enlister" RARITY = common COUNCIL = no TIER = 1 } leader_potential_add = { trait_is_crisis_faction_check = no } planet_modifier = { planet_army_build_speed_mult = 0.2 armies_cost_mult = -0.2 } sector_modifier = { planet_army_build_speed_mult = 0.1 armies_cost_mult = -0.1 } triggered_planet_modifier = { potential = { trait_is_gestalt_check = no exists = planet planet = { NOT = { has_modifier = slave_colony } } } job_soldier_add = 200 } triggered_planet_modifier = { potential = { trait_is_gestalt_check = no exists = planet planet = { has_modifier = slave_colony } } job_battle_thrall_add = 200 } triggered_planet_modifier = { potential = { trait_is_gestalt_check = yes trait_is_wilderness_check = no } job_warrior_drone_add = 200 } triggered_sector_modifier = { potential = { trait_is_gestalt_check = no } job_soldier_add = 100 } triggered_sector_modifier = { potential = { trait_is_gestalt_check = yes trait_is_wilderness_check = no } job_warrior_drone_add = 100 } leader_class = { commander } selectable_weight = { weight = @shared_trait_weight inline_script = paragon/governor_weight_mult } } ################### leader_trait_shipwright = { inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_shipwright" RARITY = common COUNCIL = yes TIER = 1 } councilor_modifier = { starbase_shipyard_build_speed_mult = 0.10 } leader_class = { official } opposites = { leader_trait_irenic leader_trait_irenic_2 } selectable_weight = { weight = @class_trait_weight inline_script = paragon/council_weight_mult } } ################### leader_trait_architectural_interest = { inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_architectural_interest" RARITY = common COUNCIL = no TIER = 1 } leader_potential_add = { trait_is_crisis_faction_check = no } planet_modifier = { planet_structures_upkeep_mult = -0.2 planet_building_build_speed_mult = 0.2 } sector_modifier = { planet_structures_upkeep_mult = -0.1 planet_building_build_speed_mult = 0.1 } leader_class = { official scientist } opposites = { leader_trait_procrastinator leader_trait_procrastinator_2 } selectable_weight = { weight = @shared_trait_weight inline_script = paragon/governor_weight_mult } } ################### leader_trait_trade_focus = { inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_trader" RARITY = common COUNCIL = no TIER = 1 } leader_potential_add = { trait_is_crisis_faction_check = no has_paragon_dlc = yes exists = owner owner = { is_gestalt = no } } planet_modifier = { planet_jobs_trade_produces_mult = 0.15 } sector_modifier = { planet_jobs_trade_produces_mult = 0.075 } leader_class = { official } opposites = { leader_trait_insider_trading leader_trait_insider_trading_2 } selectable_weight = { weight = @class_trait_weight inline_script = paragon/governor_weight_mult modifier = { add = @designation_bonus exists = planet planet = { has_trade_designation = yes } } } } leader_trait_trade_focus_2 = { replace_traits = { "leader_trait_trade_focus" } inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_trader" RARITY = common COUNCIL = no TIER = 2 } planet_modifier = { planet_jobs_trade_produces_mult = 0.25 } sector_modifier = { planet_jobs_trade_produces_mult = 0.125 } leader_class = { official } opposites = { leader_trait_insider_trading leader_trait_insider_trading_2 } } ############### # VISIONARY # ############### leader_trait_frontier_spirit = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_frontier_spirit" RARITY = veteran COUNCIL = yes TIER = 1 } councilor_modifier = { ship_colonizer_cost_mult = -0.10 planet_colony_development_speed_mult = 0.33 planet_resettlement_unemployed_mult = 0.25 } leader_potential_add = { has_paragon_dlc = yes trait_is_wilderness_check = no has_trait = subclass_official_economy_councilor } leader_class = { official } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_frontier_spirit_2 = { leader_trait_type = veteran replace_traits = { "leader_trait_frontier_spirit" } inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_frontier_spirit" RARITY = veteran COUNCIL = yes TIER = 2 } councilor_modifier = { ship_colonizer_cost_mult = -0.10 planet_colony_development_speed_mult = 0.50 planet_resettlement_unemployed_mult = 0.50 } leader_class = { official } } ################### leader_trait_cultural_focus = { inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_cultural_focus" RARITY = veteran COUNCIL = yes TIER = 1 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_official_economy_councilor } councilor_modifier = { planet_jobs_unity_produces_mult = 0.1 } leader_trait_type = veteran leader_class = { official } selectable_weight = { weight = @class_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_cultural_focus_2 = { replace_traits = { "leader_trait_cultural_focus" } inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_cultural_focus" RARITY = veteran COUNCIL = yes TIER = 2 } councilor_modifier = { planet_jobs_unity_produces_mult = 0.15 } leader_trait_type = veteran leader_class = { official } } leader_trait_cultural_focus_3 = { replace_traits = { "leader_trait_cultural_focus_2" } inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_cultural_focus" RARITY = veteran COUNCIL = yes TIER = 3 } councilor_modifier = { planet_jobs_unity_produces_mult = 0.25 } leader_trait_type = veteran leader_class = { official } } ################### trait_ruler_investor = { inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_investor" RARITY = free_or_veteran COUNCIL = yes TIER = 1 } triggered_councilor_modifier = { potential = { trait_is_gestalt_check = no } planet_jobs_trade_produces_mult = 0.1 } triggered_councilor_modifier = { potential = { trait_is_gestalt_check = yes } planet_jobs_produces_mult = 0.025 } leader_potential_add = { OR = { has_paragon_dlc = no has_trait = subclass_official_economy_councilor } } leader_trait_type = veteran leader_class = { official } opposites = { leader_trait_insider_trading leader_trait_insider_trading_2 } selectable_weight = { inline_script = paragon/subclass_free_trait_weight inline_script = paragon/council_weight_mult } } trait_ruler_investor_2 = { replace_traits = { "trait_ruler_investor" } inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_investor" RARITY = free_or_veteran COUNCIL = yes TIER = 2 } triggered_councilor_modifier = { potential = { trait_is_gestalt_check = no } planet_jobs_trade_produces_mult = 0.15 } triggered_councilor_modifier = { potential = { trait_is_gestalt_check = yes } planet_jobs_produces_mult = 0.05 } leader_class = { official } opposites = { leader_trait_insider_trading leader_trait_insider_trading_2 } leader_trait_type = veteran } trait_ruler_investor_3 = { replace_traits = { "trait_ruler_investor_2" } inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_investor" RARITY = veteran COUNCIL = yes TIER = 3 } triggered_councilor_modifier = { potential = { trait_is_gestalt_check = no } planet_jobs_trade_produces_mult = 0.20 } triggered_councilor_modifier = { potential = { trait_is_gestalt_check = yes } planet_jobs_produces_mult = 0.1 } leader_potential_add = { has_paragon_dlc = yes } leader_trait_type = veteran leader_class = { official } opposites = { leader_trait_insider_trading leader_trait_insider_trading_2 } } ################### trait_ruler_architectural_sense = { inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_architectural_sense" RARITY = free_or_veteran COUNCIL = yes TIER = 1 } councilor_modifier = { planet_structures_cost_mult = -0.10 planet_building_build_speed_mult = 0.15 } leader_potential_add = { OR = { has_paragon_dlc = no has_trait = subclass_official_economy_councilor } } leader_trait_type = veteran leader_class = { official } selectable_weight = { inline_script = paragon/subclass_free_trait_weight inline_script = paragon/council_weight_mult } } trait_ruler_architectural_sense_2 = { replace_traits = { "trait_ruler_architectural_sense" } inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_architectural_sense" RARITY = free_or_veteran COUNCIL = yes TIER = 2 } councilor_modifier = { planet_structures_cost_mult = -0.1 planet_structures_upkeep_mult = -0.05 planet_building_build_speed_mult = 0.25 } leader_trait_type = veteran leader_class = { official } } trait_ruler_architectural_sense_3 = { replace_traits = { "trait_ruler_architectural_sense_2" } inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_architectural_sense" RARITY = veteran COUNCIL = yes TIER = 3 } councilor_modifier = { planet_structures_cost_mult = -0.15 planet_structures_upkeep_mult = -0.1 planet_building_build_speed_mult = 0.33 } leader_trait_type = veteran leader_potential_add = { has_paragon_dlc = yes } leader_class = { official } } ################### trait_ruler_deep_connections = { inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_deep_connections" RARITY = free_or_veteran COUNCIL = yes TIER = 1 } councilor_modifier = { country_councilor_influence_produces_add = 0.5 } leader_trait_type = veteran leader_potential_add = { OR = { has_paragon_dlc = no has_trait = subclass_official_diplomacy_councilor } } leader_class = { official } selectable_weight = { inline_script = paragon/subclass_free_trait_weight inline_script = paragon/council_weight_mult } } trait_ruler_deep_connections_2 = { replace_traits = { "trait_ruler_deep_connections" } inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_deep_connections" RARITY = free_or_veteran COUNCIL = yes TIER = 2 } councilor_modifier = { country_councilor_influence_produces_add = 0.75 } leader_trait_type = veteran leader_class = { official } } trait_ruler_deep_connections_3 = { replace_traits = { "trait_ruler_deep_connections_2" } inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_deep_connections" RARITY = veteran COUNCIL = yes TIER = 3 } councilor_modifier = { country_councilor_influence_produces_add = 1 } leader_potential_add = { has_paragon_dlc = yes } leader_trait_type = veteran leader_class = { official } } ################### leader_trait_reformer = { inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_reformer" RARITY = free_or_veteran COUNCIL = yes TIER = 1 } leader_potential_add = { is_gestalt = no OR = { has_paragon_dlc = no has_trait = subclass_official_economy_councilor } } councilor_modifier = { country_unity_produces_mult = 0.05 pop_government_ethic_attraction = 0.35 } leader_trait_type = veteran leader_class = { official } selectable_weight = { inline_script = paragon/subclass_free_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_reformer_2 = { replace_traits = { "leader_trait_reformer" } inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_reformer" RARITY = free_or_veteran COUNCIL = yes TIER = 2 } councilor_modifier = { country_unity_produces_mult = 0.1 pop_government_ethic_attraction = 0.5 } leader_trait_type = veteran leader_class = { official } } leader_trait_reformer_3 = { replace_traits = { "leader_trait_reformer_2" } inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_reformer" RARITY = veteran COUNCIL = yes TIER = 3 } leader_potential_add = { has_paragon_dlc = yes } councilor_modifier = { country_unity_produces_mult = 0.15 pop_government_ethic_attraction = 0.75 } leader_trait_type = veteran leader_class = { official } } ################### leader_trait_courtroom_training = { inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_courtroom_training" RARITY = veteran COUNCIL = yes TIER = 1 } councilor_modifier = { country_trust_cap_add = 35 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_official_diplomacy_councilor is_xenophobe = no exists = owner owner = { is_homicidal = no } } leader_class = { official } opposites = { leader_trait_intolerant leader_trait_intolerant_2 } leader_trait_type = veteran selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_courtroom_training_2 = { replace_traits = { "leader_trait_courtroom_training" } inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_courtroom_training" RARITY = veteran COUNCIL = yes TIER = 2 } councilor_modifier = { country_trust_cap_add = 50 } leader_class = { official } opposites = { leader_trait_intolerant leader_trait_intolerant_2 } leader_trait_type = veteran } leader_trait_courtroom_training_3 = { replace_traits = { "leader_trait_courtroom_training_2" } inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_courtroom_training" RARITY = veteran COUNCIL = yes TIER = 3 } councilor_modifier = { country_trust_cap_add = 75 } leader_class = { official } opposites = { leader_trait_intolerant leader_trait_intolerant_2 } leader_trait_type = veteran } ############# # PIONEER # ############# leader_trait_mining_focus = { inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_mining_focus" RARITY = veteran COUNCIL = no TIER = 1 } planet_modifier = { planet_jobs_minerals_produces_mult = 0.15 } sector_modifier = { planet_jobs_minerals_produces_mult = 0.075 } leader_potential_add = { has_paragon_dlc = yes has_any_governor_focus = no has_governor_subclass = yes } leader_trait_type = veteran leader_class = { commander } custom_tooltip_with_modifiers = only_one_governor_focus selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/governor_weight_mult modifier = { factor = @designation_bonus exists = planet planet = { has_mining_designation = yes } } } } leader_trait_mining_focus_2 = { replace_traits = { "leader_trait_mining_focus" } inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_mining_focus" RARITY = veteran COUNCIL = no TIER = 2 } planet_modifier = { planet_jobs_minerals_produces_mult = 0.25 } sector_modifier = { planet_jobs_minerals_produces_mult = 0.125 } leader_trait_type = veteran leader_class = { commander } custom_tooltip_with_modifiers = only_one_governor_focus } leader_trait_mining_focus_3 = { replace_traits = { "leader_trait_mining_focus_2" } inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_mining_focus" RARITY = veteran COUNCIL = no TIER = 3 } planet_modifier = { planet_jobs_minerals_produces_mult = 0.45 } sector_modifier = { planet_jobs_minerals_produces_mult = 0.225 } leader_trait_type = veteran leader_class = { commander } custom_tooltip_with_modifiers = only_one_governor_focus } ################### leader_trait_generator_focus = { inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_financial" RARITY = veteran COUNCIL = no TIER = 1 } planet_modifier = { planet_jobs_energy_produces_mult = 0.15 } sector_modifier = { planet_jobs_energy_produces_mult = 0.075 } leader_potential_add = { has_paragon_dlc = yes has_any_governor_focus = no has_governor_subclass = yes } leader_trait_type = veteran leader_class = { commander } custom_tooltip_with_modifiers = only_one_governor_focus selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/governor_weight_mult modifier = { factor = @designation_bonus exists = planet planet = { has_generator_designation = yes } } } } leader_trait_generator_focus_2 = { replace_traits = { "leader_trait_generator_focus" } inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_financial" RARITY = veteran COUNCIL = no TIER = 2 } planet_modifier = { planet_jobs_energy_produces_mult = 0.25 } sector_modifier = { planet_jobs_energy_produces_mult = 0.125 } leader_trait_type = veteran leader_class = { commander } custom_tooltip_with_modifiers = only_one_governor_focus } leader_trait_generator_focus_3 = { replace_traits = { "leader_trait_generator_focus_2" } inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_financial" RARITY = veteran COUNCIL = no TIER = 3 } planet_modifier = { planet_jobs_energy_produces_mult = 0.45 } sector_modifier = { planet_jobs_energy_produces_mult = 0.225 } leader_trait_type = veteran leader_class = { commander } custom_tooltip_with_modifiers = only_one_governor_focus } ################### leader_trait_farming_focus = { inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_food" RARITY = veteran COUNCIL = no TIER = 1 } planet_modifier = { planet_jobs_food_produces_mult = 0.15 } sector_modifier = { planet_jobs_food_produces_mult = 0.075 } leader_potential_add = { has_paragon_dlc = yes exists = owner owner = { country_uses_food = yes } has_any_governor_focus = no has_governor_subclass = yes } leader_trait_type = veteran leader_class = { commander } custom_tooltip_with_modifiers = only_one_governor_focus selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/governor_weight_mult modifier = { factor = @designation_bonus exists = planet planet = { has_farming_designation = yes } } } } leader_trait_farming_focus_2 = { replace_traits = { "leader_trait_farming_focus" } inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_food" RARITY = veteran COUNCIL = no TIER = 2 } planet_modifier = { planet_jobs_food_produces_mult = 0.25 } sector_modifier = { planet_jobs_food_produces_mult = 0.125 } leader_trait_type = veteran leader_class = { commander } custom_tooltip_with_modifiers = only_one_governor_focus } leader_trait_farming_focus_3 = { replace_traits = { "leader_trait_farming_focus_2" } inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_food" RARITY = veteran COUNCIL = no TIER = 3 } planet_modifier = { planet_jobs_food_produces_mult = 0.45 } sector_modifier = { planet_jobs_food_produces_mult = 0.225 } leader_trait_type = veteran leader_class = { commander } custom_tooltip_with_modifiers = only_one_governor_focus } ################### leader_trait_settler = { inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_settler" RARITY = veteran COUNCIL = no TIER = 1 } leader_potential_add = { has_paragon_dlc = yes trait_is_wilderness_check = no has_trait = subclass_official_governor } leader_trait_type = veteran planet_modifier = { planet_housing_add = 400 planet_amenities_add = 1000 } sector_modifier = { planet_housing_add = 200 planet_amenities_add = 500 } leader_class = { official } selectable_weight = { inline_script = paragon/subclass_free_trait_weight inline_script = paragon/governor_weight_mult } } leader_trait_settler_2 = { replace_traits = { "leader_trait_settler" } inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_settler" RARITY = veteran COUNCIL = no TIER = 2 } planet_modifier = { planet_housing_add = 600 planet_amenities_add = 1500 } sector_modifier = { planet_housing_add = 300 planet_amenities_add = 700 } leader_trait_type = veteran leader_class = { official } } leader_trait_settler_3 = { replace_traits = { "leader_trait_settler_2" } inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_settler" RARITY = veteran COUNCIL = no TIER = 3 } planet_modifier = { planet_housing_add = 1000 planet_amenities_add = 2500 } sector_modifier = { planet_housing_add = 500 planet_amenities_add = 1000 } leader_trait_type = veteran leader_class = { official } } ################### leader_trait_cartographer = { inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_cartographer" RARITY = veteran COUNCIL = yes TIER = 1 } leader_potential_add = { has_paragon_dlc = yes OR = { has_trait = subclass_official_economy_councilor has_trait = subclass_scientist_councilor } } councilor_modifier = { terraform_speed_mult = 0.25 planet_clear_blocker_speed_mult = 0.10 } leader_trait_type = veteran leader_class = { official scientist } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_cartographer_2 = { replace_traits = { "leader_trait_cartographer" } inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_cartographer" RARITY = veteran COUNCIL = yes TIER = 2 } councilor_modifier = { terraform_speed_mult = 0.33 planet_clear_blocker_speed_mult = 0.25 } leader_trait_type = veteran leader_class = { official scientist } } leader_trait_cartographer_3 = { replace_traits = { "leader_trait_cartographer_2" } inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_cartographer" RARITY = veteran COUNCIL = yes TIER = 3 } councilor_modifier = { terraform_speed_mult = 0.5 planet_clear_blocker_speed_mult = 0.33 } leader_trait_type = veteran leader_class = { official scientist } } ################### leader_trait_naturalist = { inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_naturalist" RARITY = veteran COUNCIL = no TIER = 1 } planet_modifier = { deposit_blockers_natural_unity_produces_add = 3 } sector_modifier = { deposit_blockers_natural_unity_produces_add = 1.5 } leader_potential_add = { has_paragon_dlc = yes OR = { has_trait = subclass_official_governor has_trait = subclass_scientist_governor } } leader_trait_type = veteran leader_class = { official scientist } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/governor_weight_mult } } leader_trait_naturalist_2 = { replace_traits = { "leader_trait_naturalist" } inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_naturalist" RARITY = veteran COUNCIL = no TIER = 2 } planet_modifier = { deposit_blockers_natural_unity_produces_add = 6 } sector_modifier = { deposit_blockers_natural_unity_produces_add = 3 } leader_trait_type = veteran leader_class = { official scientist } } leader_trait_naturalist_3 = { replace_traits = { "leader_trait_naturalist_2" } inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_naturalist" RARITY = veteran COUNCIL = no TIER = 3 } planet_modifier = { deposit_blockers_natural_unity_produces_add = 12 } sector_modifier = { deposit_blockers_natural_unity_produces_add = 6 } leader_trait_type = veteran leader_class = { official scientist } } ################### # INDUSTRIALIST # ################### leader_trait_forge_focus = { inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_forge_focus" RARITY = veteran COUNCIL = no TIER = 1 } leader_potential_add = { has_paragon_dlc = yes has_any_governor_focus = no has_governor_subclass = yes } planet_modifier = { planet_jobs_alloys_produces_mult = 0.1 } sector_modifier = { planet_jobs_alloys_produces_mult = 0.05 } leader_trait_type = veteran leader_class = { official } custom_tooltip_with_modifiers = only_one_governor_focus selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/governor_weight_mult modifier = { add = @designation_bonus exists = planet planet = { has_foundry_designation = yes } } } } leader_trait_forge_focus_2 = { replace_traits = { "leader_trait_forge_focus" } inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_forge_focus" RARITY = veteran COUNCIL = no TIER = 2 } leader_trait_type = veteran planet_modifier = { planet_jobs_alloys_produces_mult = 0.2 } sector_modifier = { planet_jobs_alloys_produces_mult = 0.1 } leader_class = { official } custom_tooltip_with_modifiers = only_one_governor_focus } leader_trait_forge_focus_3 = { replace_traits = { "leader_trait_forge_focus_2" } inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_forge_focus" RARITY = veteran COUNCIL = no TIER = 3 } leader_trait_type = veteran planet_modifier = { planet_jobs_alloys_produces_mult = 0.35 } sector_modifier = { planet_jobs_alloys_produces_mult = 0.175 } leader_class = { official } custom_tooltip_with_modifiers = only_one_governor_focus } ################### leader_trait_industrial_focus = { inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_industrial_focus" RARITY = veteran COUNCIL = no TIER = 1 } leader_potential_add = { has_paragon_dlc = yes has_any_governor_focus = no has_governor_subclass = yes exists = owner owner = { country_uses_consumer_goods = yes } } planet_modifier = { planet_jobs_consumer_goods_produces_mult = 0.1 } sector_modifier = { planet_jobs_consumer_goods_produces_mult = 0.05 } leader_trait_type = veteran leader_class = { official } custom_tooltip_with_modifiers = only_one_governor_focus selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/governor_weight_mult modifier = { add = @designation_bonus exists = planet planet = { has_factory_designation = yes } } } } leader_trait_industrial_focus_2 = { replace_traits = { "leader_trait_industrial_focus" } inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_industrial_focus" RARITY = veteran COUNCIL = no TIER = 2 } planet_modifier = { planet_jobs_consumer_goods_produces_mult = 0.2 } sector_modifier = { planet_jobs_consumer_goods_produces_mult = 0.1 } leader_trait_type = veteran leader_class = { official } custom_tooltip_with_modifiers = only_one_governor_focus } leader_trait_industrial_focus_3 = { replace_traits = { "leader_trait_industrial_focus_2" } inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_industrial_focus" RARITY = veteran COUNCIL = no TIER = 3 } planet_modifier = { planet_jobs_consumer_goods_produces_mult = 0.35 } sector_modifier = { planet_jobs_consumer_goods_produces_mult = 0.175 } leader_trait_type = veteran leader_class = { official } custom_tooltip_with_modifiers = only_one_governor_focus } ################### leader_trait_refinement_focus = { inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_refinement_focus" RARITY = veteran COUNCIL = no TIER = 1 } leader_potential_add = { has_paragon_dlc = yes has_any_governor_focus = no has_governor_subclass = yes } planet_modifier = { planet_jobs_exotic_gases_produces_mult = 0.1 planet_jobs_rare_crystals_produces_mult = 0.1 planet_jobs_volatile_motes_produces_mult = 0.1 } sector_modifier = { planet_jobs_exotic_gases_produces_mult = 0.05 planet_jobs_rare_crystals_produces_mult = 0.05 planet_jobs_volatile_motes_produces_mult = 0.05 } leader_trait_type = veteran leader_class = { official } custom_tooltip_with_modifiers = only_one_governor_focus selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/governor_weight_mult modifier = { add = @designation_bonus exists = planet planet = { has_industrial_designation = yes } } } } leader_trait_refinement_focus_2 = { replace_traits = { "leader_trait_refinement_focus" } inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_refinement_focus" RARITY = veteran COUNCIL = no TIER = 2 } planet_modifier = { planet_jobs_exotic_gases_produces_mult = 0.2 planet_jobs_rare_crystals_produces_mult = 0.2 planet_jobs_volatile_motes_produces_mult = 0.2 } sector_modifier = { planet_jobs_exotic_gases_produces_mult = 0.1 planet_jobs_rare_crystals_produces_mult = 0.1 planet_jobs_volatile_motes_produces_mult = 0.1 } leader_trait_type = veteran leader_class = { official } custom_tooltip_with_modifiers = only_one_governor_focus } leader_trait_refinement_focus_3 = { replace_traits = { "leader_trait_refinement_focus_2" } inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_refinement_focus" RARITY = veteran COUNCIL = no TIER = 3 } planet_modifier = { planet_jobs_exotic_gases_produces_mult = 0.35 planet_jobs_rare_crystals_produces_mult = 0.35 planet_jobs_volatile_motes_produces_mult = 0.35 } sector_modifier = { planet_jobs_exotic_gases_produces_mult = 0.175 planet_jobs_rare_crystals_produces_mult = 0.175 planet_jobs_volatile_motes_produces_mult = 0.175 } leader_trait_type = veteran leader_class = { official } custom_tooltip_with_modifiers = only_one_governor_focus } ################### leader_trait_urbanist = { leader_trait_type = destiny inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_urbanist" RARITY = paragon COUNCIL = no 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_trait = subclass_official_governor } planet_modifier = { empire_size_districts_mult = -0.5 planet_structures_upkeep_mult = -0.5 } sector_modifier = { empire_size_districts_mult = -0.25 planet_structures_upkeep_mult = -0.25 } leader_class = { official } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/governor_weight_mult } } ################### leader_trait_assembler = { inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_assembler" RARITY = veteran COUNCIL = no TIER = 1 } leader_potential_add = { has_paragon_dlc = yes trait_is_wilderness_check = no OR = { has_trait = subclass_official_governor has_trait = subclass_scientist_governor } exists = owner owner = { OR = { is_gestalt = yes has_technology = tech_robotic_workers } } } leader_trait_type = veteran triggered_planet_modifier = { potential = { owner = { is_hive_empire = no } } planet_pop_assembly_mult = 0.15 } triggered_planet_modifier = { potential = { owner = { is_hive_empire = yes } } bonus_pop_growth_mult = 0.15 } triggered_sector_modifier = { potential = { owner = { is_hive_empire = no } } planet_pop_assembly_mult = 0.075 } triggered_sector_modifier = { potential = { owner = { is_hive_empire = yes } } bonus_pop_growth_mult = 0.075 } leader_class = { official scientist } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/governor_weight_mult } } leader_trait_assembler_2 = { replace_traits = { "leader_trait_assembler" } inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_assembler" RARITY = veteran COUNCIL = no TIER = 2 } leader_trait_type = veteran triggered_planet_modifier = { potential = { owner = { is_hive_empire = no } } planet_pop_assembly_mult = 0.25 } triggered_planet_modifier = { potential = { owner = { is_hive_empire = yes } } bonus_pop_growth_mult = 0.25 } triggered_sector_modifier = { potential = { owner = { is_hive_empire = no } } planet_pop_assembly_mult = 0.125 } triggered_sector_modifier = { potential = { owner = { is_hive_empire = yes } } bonus_pop_growth_mult = 0.125 } leader_class = { official scientist } } leader_trait_assembler_3 = { replace_traits = { "leader_trait_assembler_2" } inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_assembler" RARITY = veteran COUNCIL = no TIER = 3 } leader_trait_type = veteran triggered_planet_modifier = { potential = { owner = { is_hive_empire = no } } planet_pop_assembly_mult = 0.4 } triggered_planet_modifier = { potential = { owner = { is_hive_empire = yes } } bonus_pop_growth_mult = 0.4 } triggered_sector_modifier = { potential = { owner = { is_hive_empire = no } } planet_pop_assembly_mult = 0.2 } triggered_sector_modifier = { potential = { owner = { is_hive_empire = yes } } bonus_pop_growth_mult = 0.2 } leader_class = { official scientist } } ################### leader_trait_pop_focused = { inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_pop_focused" RARITY = veteran COUNCIL = no TIER = 1 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_official_governor } leader_trait_type = veteran planet_modifier = { planet_jobs_worker_produces_mult = 0.05 } sector_modifier = { planet_jobs_worker_produces_mult = 0.025 } leader_class = { official } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/governor_weight_mult } } leader_trait_pop_focused_2 = { replace_traits = { "leader_trait_pop_focused" } inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_pop_focused" RARITY = veteran COUNCIL = no TIER = 2 } leader_trait_type = veteran planet_modifier = { planet_jobs_worker_produces_mult = 0.1 planet_jobs_specialist_produces_mult = 0.05 } sector_modifier = { planet_jobs_worker_produces_mult = 0.05 planet_jobs_specialist_produces_mult = 0.025 } leader_class = { official } } leader_trait_pop_focused_3 = { replace_traits = { "leader_trait_pop_focused_2" } inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_pop_focused" RARITY = veteran COUNCIL = no TIER = 3 } leader_trait_type = veteran planet_modifier = { planet_jobs_worker_produces_mult = 0.15 planet_jobs_specialist_produces_mult = 0.1 } sector_modifier = { planet_jobs_worker_produces_mult = 0.075 planet_jobs_specialist_produces_mult = 0.05 } triggered_planet_modifier = { potential = { trait_is_gestalt_check = no } planet_jobs_ruler_produces_mult = 0.05 } triggered_sector_modifier = { potential = { trait_is_gestalt_check = no } planet_jobs_ruler_produces_mult = 0.025 } leader_class = { official } } ################### leader_trait_distribution_lines = { inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_fleet_logistician" RARITY = veteran COUNCIL = no TIER = 1 } leader_potential_add = { has_paragon_dlc = yes trait_is_wilderness_check = no has_trait = subclass_official_governor } leader_trait_type = veteran planet_modifier = { planet_metallurgists_upkeep_mult = -0.05 } triggered_planet_modifier = { potential = { owner = { country_uses_consumer_goods = yes } } planet_artisans_upkeep_mult = -0.05 } sector_modifier = { planet_metallurgists_upkeep_mult = -0.025 } triggered_sector_modifier = { potential = { owner = { country_uses_consumer_goods = yes } } planet_artisans_upkeep_mult = -0.025 } leader_class = { official } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/governor_weight_mult } } leader_trait_distribution_lines_2 = { replace_traits = { "leader_trait_distribution_lines" } inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_fleet_logistician" RARITY = veteran COUNCIL = no TIER = 2 } leader_trait_type = veteran planet_modifier = { planet_metallurgists_upkeep_mult = -0.1 } triggered_planet_modifier = { potential = { owner = { country_uses_consumer_goods = yes } } planet_artisans_upkeep_mult = -0.1 } sector_modifier = { planet_metallurgists_upkeep_mult = -0.05 } triggered_sector_modifier = { potential = { owner = { country_uses_consumer_goods = yes } } planet_artisans_upkeep_mult = -0.05 } leader_class = { official } } leader_trait_distribution_lines_3 = { replace_traits = { "leader_trait_distribution_lines_2" } inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_fleet_logistician" RARITY = veteran COUNCIL = no TIER = 3 } leader_trait_type = veteran planet_modifier = { planet_metallurgists_upkeep_mult = -0.2 } triggered_planet_modifier = { potential = { owner = { country_uses_consumer_goods = yes } } planet_artisans_upkeep_mult = -0.2 } sector_modifier = { planet_metallurgists_upkeep_mult = -0.1 } triggered_sector_modifier = { potential = { owner = { country_uses_consumer_goods = yes } } planet_artisans_upkeep_mult = -0.1 } leader_class = { official } } ################### # DESTINY TRAITS # ################### leader_trait_efficient = { leader_trait_type = destiny inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_efficient" RARITY = paragon COUNCIL = no 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_trait = subclass_official_governor } planet_modifier = { planet_jobs_ruler_produces_mult = 0.5 pop_cat_ruler_political_power = 0.15 } sector_modifier = { planet_jobs_ruler_produces_mult = 0.25 pop_cat_ruler_political_power = 0.075 } leader_class = { official } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/governor_weight_mult } background_icon = "GFX_leader_background_destiny_1" } leader_trait_arbiter = { leader_trait_type = destiny inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_arbiter" RARITY = paragon COUNCIL = no 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_trait = subclass_commander_governor } triggered_planet_modifier = { potential = { trait_is_individual_machine_check = no } planet_jobs_worker_produces_mult = 0.25 pop_slave_bonus_workforce_mult = 0.25 planet_pops_upkeep_mult = -0.35 pop_happiness = -0.1 logistic_growth_mult = -0.05 } triggered_sector_modifier = { potential = { trait_is_individual_machine_check = no } planet_jobs_worker_produces_mult = 0.125 pop_slave_bonus_workforce_mult = 0.125 planet_pops_upkeep_mult = -0.175 pop_happiness = -0.05 logistic_growth_mult = -0.025 } triggered_planet_modifier = { potential = { trait_is_individual_machine_check = yes } planet_jobs_worker_produces_mult = 0.25 pop_slave_bonus_workforce_mult = 0.25 planet_pops_upkeep_mult = -0.35 pop_happiness = -0.1 planet_pop_assembly_mult = -0.05 } triggered_sector_modifier = { potential = { trait_is_individual_machine_check = yes } planet_jobs_worker_produces_mult = 0.125 pop_slave_bonus_workforce_mult = 0.125 planet_pops_upkeep_mult = -0.175 pop_happiness = -0.05 planet_pop_assembly_mult = -0.025 } leader_class = { commander } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/governor_weight_mult } background_icon = "GFX_leader_background_destiny_1" } leader_trait_utopian_idealist = { leader_trait_type = destiny inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_utopian_idealist" RARITY = paragon COUNCIL = no 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_trait = subclass_official_governor } triggered_planet_modifier = { potential = { trait_is_individual_machine_check = no } pop_happiness = 0.2 planet_resettlement_unemployed_destination_mult = 0.5 } triggered_sector_modifier = { potential = { trait_is_individual_machine_check = no } pop_happiness = 0.1 planet_resettlement_unemployed_destination_mult = 0.25 } triggered_planet_modifier = { potential = { trait_is_individual_machine_check = yes } pop_happiness = 0.2 planet_pop_assembly_mult = 0.05 planet_resettlement_unemployed_destination_mult = 0.20 } triggered_sector_modifier = { potential = { trait_is_individual_machine_check = yes } pop_happiness = 0.1 planet_pop_assembly_mult = 0.025 planet_resettlement_unemployed_destination_mult = 0.1 } leader_class = { official } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/governor_weight_mult } background_icon = "GFX_leader_background_destiny_1" } leader_trait_mediator = { leader_trait_type = destiny inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_mediator" RARITY = paragon COUNCIL = no 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_governor_subclass = yes has_ethic = ethic_xenophile } triggered_planet_modifier = { potential = { exists = planet } influential_jobs_bonus_workforce_mult = 0.02 mult = planet.value:species_on_planet } triggered_planet_modifier = { potential = { exists = planet } pop_citizen_happiness = 0.02 mult = planet.value:species_on_planet } triggered_sector_modifier = { potential = { exists = planet } influential_jobs_bonus_workforce_mult = 0.01 mult = planet.value:species_on_planet } triggered_sector_modifier = { potential = { exists = planet } pop_citizen_happiness = 0.01 mult = planet.value:species_on_planet } custom_tooltip = leader_trait_mediator_effect leader_class = { commander official scientist } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/governor_weight_mult } background_icon = "GFX_leader_background_destiny_1" } leader_trait_shroud_preacher = { leader_trait_type = destiny inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_shroud_preacher" RARITY = paragon COUNCIL = no TIER = none } on_gained_effect = { owner = { country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait } } planet_modifier = { psionic_pop_bonus_workforce_mult = 0.25 } sector_modifier = { psionic_pop_bonus_workforce_mult = 0.125 } leader_potential_add = { has_paragon_dlc = yes from = { NOT = { has_origin = origin_mindwardens } } NOT = { has_leader_flag = mindwarden_commander } OR = { has_trait = subclass_scientist_governor has_trait = subclass_official_governor has_trait = subclass_commander_governor } } custom_tooltip_with_modifiers = leader_trait_shroud_preacher_effect leader_class = { official scientist commander } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/governor_weight_mult modifier = { exists = owner owner = { OR = { has_cybernetic_ascension = yes has_genetic_ascension = yes has_synthetic_ascension = yes is_natural_design_empire = yes is_individual_machine = yes } } factor = 0 } modifier = { exists = owner owner = { has_psionic_ascension = yes } factor = 2 } } background_icon = "GFX_leader_background_destiny_1" } leader_trait_master_diplomat = { leader_trait_type = destiny cost = 1 inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_master_diplomat" 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 country_trust_cap_add = 50 envoys_add = 2 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_official_diplomacy_councilor exists = owner owner = { is_homicidal = no } } leader_class = { official } opposites = { leader_trait_reclusive leader_trait_reclusive_2 } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/council_weight_mult } background_icon = "GFX_leader_background_destiny_1" } leader_trait_supreme_organizer = { leader_trait_type = destiny inline_script = { script = trait/icon CLASS = official 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 trait_is_wilderness_check = no has_trait = subclass_official_economy_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_galvanizer = { leader_trait_type = destiny inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_galvanizer" RARITY = paragon COUNCIL = no 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_trait = subclass_official_governor } planet_modifier = { pop_category_workers_unity_produces_add = 0.5 pop_category_specialists_unity_produces_add = 0.5 pop_category_rulers_unity_produces_add = 0.5 pop_happiness = 0.05 } sector_modifier = { pop_category_workers_unity_produces_add = 0.25 pop_category_specialists_unity_produces_add = 0.25 pop_category_rulers_unity_produces_add = 0.25 pop_happiness = 0.05 } leader_class = { official } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/governor_weight_mult } background_icon = "GFX_leader_background_destiny_1" } ################### # NEGATIVE TRAITS # ################### leader_trait_corrupt = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_corrupt" COUNCIL = no TIER = 1 } leader_potential_add = { trait_is_crisis_faction_check = no NOT = { has_trait_tier1or2 = { TRAIT = leader_trait_lawless } } } 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 = { OR = { has_trait = trait_decadent has_trait = trait_robot_decadent } } factor = @species_trait_weight_mult } } } leader_trait_corrupt_2 = { leader_trait_type = negative replace_traits = { "leader_trait_corrupt" } inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_corrupt" 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 } ################### leader_trait_polluter = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_polluter" COUNCIL = no TIER = 1 } leader_potential_add = { trait_is_crisis_faction_check = no trait_is_wilderness_check = no exists = owner owner = { is_machine_empire = no } } triggered_planet_modifier = { potential = { trait_is_individual_machine_check = no } logistic_growth_mult = -0.05 } triggered_sector_modifier = { potential = { trait_is_individual_machine_check = no } logistic_growth_mult = -0.025 } triggered_planet_modifier = { potential = { trait_is_individual_machine_check = yes } planet_pop_assembly_mult = -0.05 } triggered_sector_modifier = { potential = { trait_is_individual_machine_check = yes } planet_pop_assembly_mult = -0.025 } leader_class = { commander official scientist } selectable_weight = { weight = @class_negative_trait_weight inline_script = paragon/governor_weight_mult modifier = { has_ethic = ethic_materialist factor = @ethic_weight_mult } } } leader_trait_polluter_2 = { leader_trait_type = negative replace_traits = { "leader_trait_polluter" } inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_polluter" COUNCIL = no TIER = 2 } triggered_planet_modifier = { potential = { trait_is_individual_machine_check = no } logistic_growth_mult = -0.15 } triggered_sector_modifier = { potential = { trait_is_individual_machine_check = no } logistic_growth_mult = -0.075 } triggered_planet_modifier = { potential = { trait_is_individual_machine_check = yes } planet_pop_assembly_mult = -0.15 } triggered_sector_modifier = { potential = { trait_is_individual_machine_check = yes } planet_pop_assembly_mult = -0.075 } leader_class = { commander official scientist } selectable_weight = @tier2_negative_trait_weight } ################### leader_trait_sadistic = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_sadistic" COUNCIL = no TIER = 1 } planet_modifier = { planet_stability_add = -5 } sector_modifier = { planet_stability_add = -2.5 } leader_potential_add = { trait_is_crisis_faction_check = no NOT = { has_ethic = ethic_pacifist } } leader_class = { commander official scientist } opposites = { leader_trait_righteous leader_trait_righteous_2 } selectable_weight = { weight = @class_negative_trait_weight inline_script = paragon/governor_weight_mult modifier = { has_ethic = ethic_militarist factor = @ethic_weight_mult } } } leader_trait_sadistic_2 = { leader_trait_type = negative replace_traits = { "leader_trait_sadistic" } inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_sadistic" COUNCIL = no TIER = 2 } planet_modifier = { planet_stability_add = -10 } sector_modifier = { planet_stability_add = -5 } leader_class = { commander official scientist } opposites = { leader_trait_righteous leader_trait_righteous_2 } selectable_weight = @tier2_negative_trait_weight } ################### leader_trait_profligate = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_profligate" COUNCIL = no TIER = 1 } leader_potential_add = { trait_is_crisis_faction_check = no } triggered_planet_modifier = { potential = { trait_is_gestalt_check = no } planet_jobs_consumer_goods_upkeep_mult = 0.10 } triggered_planet_modifier = { potential = { trait_is_gestalt_check = yes } pop_amenities_usage_no_happiness_mult = 0.10 } triggered_sector_modifier = { potential = { trait_is_gestalt_check = no } planet_jobs_consumer_goods_upkeep_mult = 0.05 } triggered_sector_modifier = { potential = { trait_is_gestalt_check = yes } pop_amenities_usage_no_happiness_mult = 0.05 } leader_class = { commander official scientist } selectable_weight = { weight = @class_negative_trait_weight inline_script = paragon/governor_weight_mult modifier = { species = { OR = { has_trait = trait_wasteful has_trait = trait_robot_wasteful } } factor = @species_trait_weight_mult } } } leader_trait_profligate_2 = { leader_trait_type = negative replace_traits = { "leader_trait_profligate" } inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_profligate" COUNCIL = no TIER = 2 } triggered_planet_modifier = { potential = { trait_is_gestalt_check = no } planet_jobs_consumer_goods_upkeep_mult = 0.25 } triggered_planet_modifier = { potential = { trait_is_gestalt_check = yes } pop_amenities_usage_no_happiness_mult = 0.25 } triggered_sector_modifier = { potential = { trait_is_gestalt_check = no } planet_jobs_consumer_goods_upkeep_mult = 0.125 } triggered_sector_modifier = { potential = { trait_is_gestalt_check = yes } pop_amenities_usage_no_happiness_mult = 0.125 } leader_class = { commander official scientist } selectable_weight = @tier2_negative_trait_weight } ################### leader_trait_procrastinator = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_procrastinator" COUNCIL = no TIER = 1 } leader_potential_add = { trait_is_crisis_faction_check = no } planet_modifier = { planet_building_build_speed_mult = -0.10 } sector_modifier = { planet_building_build_speed_mult = -0.05 } leader_class = { commander official scientist } opposites = { leader_trait_architectural_interest leader_trait_trade_focus_2 } selectable_weight = { weight = @class_negative_trait_weight inline_script = paragon/governor_weight_mult modifier = { species = { has_trait = trait_sedentary } factor = @species_trait_weight_mult } } } leader_trait_procrastinator_2 = { leader_trait_type = negative replace_traits = { "leader_trait_procrastinator" } inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_procrastinator" COUNCIL = no TIER = 2 } planet_modifier = { planet_building_build_speed_mult = -0.30 } sector_modifier = { planet_building_build_speed_mult = -0.15 } leader_class = { commander official scientist } opposites = { leader_trait_architectural_interest } selectable_weight = @tier2_negative_trait_weight } ################### leader_trait_insider_trading = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_insider_trading" COUNCIL = no TIER = 1 } leader_potential_add = { trait_is_crisis_faction_check = no } triggered_planet_modifier = { potential = { trait_is_gestalt_check = no } planet_jobs_trade_produces_mult = -0.10 } triggered_planet_modifier = { potential = { trait_is_gestalt_check = yes } planet_jobs_produces_mult = -0.05 } triggered_sector_modifier = { potential = { trait_is_gestalt_check = no } planet_jobs_trade_produces_mult = -0.05 } triggered_sector_modifier = { potential = { trait_is_gestalt_check = yes } planet_jobs_produces_mult = -0.025 } leader_class = { commander official scientist } opposites = { trait_ruler_investor trait_ruler_investor_2 trait_ruler_investor_3 leader_trait_trade_focus leader_trait_trade_focus_2 } selectable_weight = { weight = @class_negative_trait_weight inline_script = paragon/governor_weight_mult } } leader_trait_insider_trading_2 = { leader_trait_type = negative replace_traits = { "leader_trait_insider_trading" } inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_insider_trading" COUNCIL = no TIER = 2 } triggered_planet_modifier = { potential = { trait_is_gestalt_check = no } planet_jobs_trade_produces_mult = -0.25 } triggered_planet_modifier = { potential = { trait_is_gestalt_check = yes } planet_jobs_produces_mult = -0.10 } triggered_sector_modifier = { potential = { trait_is_gestalt_check = no } planet_jobs_trade_produces_mult = -0.125 } triggered_sector_modifier = { potential = { trait_is_gestalt_check = yes } planet_jobs_produces_mult = -0.05 } leader_class = { commander official scientist } opposites = { trait_ruler_investor trait_ruler_investor_2 trait_ruler_investor_3 leader_trait_trade_focus leader_trait_trade_focus_2 } selectable_weight = @tier2_negative_trait_weight } ################### leader_trait_irenic = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_irenic" COUNCIL = yes TIER = 1 } councilor_modifier = { starbase_shipyard_build_speed_mult = -0.10 starbase_shipyard_build_cost_mult = 0.05 } leader_class = { official } opposites = { leader_trait_shipwright } selectable_weight = { weight = @class_negative_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_irenic_2 = { leader_trait_type = negative replace_traits = { "leader_trait_irenic" } inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_irenic" COUNCIL = yes TIER = 2 } councilor_modifier = { starbase_shipyard_build_speed_mult = -0.25 starbase_shipyard_build_cost_mult = 0.10 } leader_class = { official } opposites = { leader_trait_shipwright } selectable_weight = @tier2_negative_trait_weight } ### Special leader_trait_shroud_prophet = { inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_intellectual" RARITY = common COUNCIL = no TIER = none } modifier = { planet_crime_no_happiness_mult = 0.1 planet_jobs_unity_produces_mult = 0.1 planet_jobs_physics_research_produces_mult = 0.1 planet_jobs_society_research_produces_mult = 0.1 } leader_class = { official } initial = no randomized = no } leader_trait_zealot = { inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_righteous" RARITY = common COUNCIL = no TIER = none } modifier = { planet_stability_add = 3 planet_crime_add = -10 pop_government_ethic_attraction = 0.20 planet_bureaucrats_unity_produces_mult = 0.10 } leader_class = { official } initial = no randomized = no }