@categorybonus = 0.15 #################################### # SHARED TRAITS BLOCKED IN PARAGON # #################################### trait_ruler_space_miner = { inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_space_miner" RARITY = common COUNCIL = yes TIER = none } councilor_modifier = { station_gatherers_produces_mult = 0.10 station_gatherers_cost_mult = -0.25 } leader_potential_add = { has_paragon_dlc = no } leader_class = { scientist } selectable_weight = { weight = @class_trait_weight inline_script = paragon/council_weight_mult } } trait_ruler_home_in_the_sky = { inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_home_in_the_sky" RARITY = common COUNCIL = yes TIER = none } councilor_modifier = { starbase_modules_cost_mult = -0.2 starbase_upgrade_cost_mult = -0.10 } leader_potential_add = { has_paragon_dlc = no } leader_class = { scientist } selectable_weight = { weight = @class_trait_weight inline_script = paragon/council_weight_mult } } ################# # SHARED TRAITS # ################# leader_trait_carefree = { inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_carefree" RARITY = common COUNCIL = no TIER = 1 } modifier = { ship_anomaly_research_speed_mult = 0.20 } leader_potential_add = { is_ruler = no } leader_class = { scientist } opposites = { leader_trait_meticulous leader_trait_meticulous_2 leader_trait_neurotic leader_trait_neurotic_2 } selectable_weight = { weight = @class_trait_weight inline_script = paragon/pilot_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = scientist_scholar } } ai_weight = 50 } leader_trait_carefree_2 = { replace_traits = { "leader_trait_carefree" } inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_carefree" RARITY = common COUNCIL = no TIER = 2 } modifier = { ship_anomaly_research_speed_mult = 0.35 } leader_class = { scientist } opposites = { leader_trait_meticulous leader_trait_meticulous_2 leader_trait_neurotic leader_trait_neurotic_2 } ai_weight = 50 } ################### leader_trait_roamer = { inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_roamer" RARITY = common COUNCIL = no TIER = 1 } modifier = { science_ship_survey_speed = 0.20 } leader_potential_add = { is_ruler = no } leader_class = { scientist } opposites = { leader_trait_neurotic leader_trait_neurotic_2 } selectable_weight = { weight = @class_trait_weight inline_script = paragon/pilot_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = scientist_explorer } } ai_weight = 100 } leader_trait_roamer_2 = { replace_traits = { "leader_trait_roamer" } inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_roamer" RARITY = common COUNCIL = no TIER = 2 } modifier = { science_ship_survey_speed = 0.35 } leader_class = { scientist } opposites = { leader_trait_neurotic leader_trait_neurotic_2 } ai_weight = 100 } ################### leader_trait_archaeologist = { inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_archaeologist" RARITY = common COUNCIL = no TIER = 1 } modifier = { ship_archaeological_site_excavation_speed_mult = 0.20 } leader_class = { scientist } selectable_weight = { weight = @class_trait_weight inline_script = paragon/pilot_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = scientist_scholar } } ai_weight = 100 } leader_trait_archaeologist_2 = { replace_traits = { "leader_trait_archaeologist" } inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_archaeologist" RARITY = common COUNCIL = no TIER = 2 } modifier = { ship_archaeological_site_excavation_speed_mult = 0.35 } leader_class = { scientist } ai_weight = 100 } ################### leader_trait_meticulous = { inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_meticulous" RARITY = common COUNCIL = no TIER = 1 } modifier = { ship_anomaly_generation_chance_mult = 0.1 } leader_potential_add = { is_ruler = no } leader_class = { scientist } opposites = { leader_trait_carefree leader_trait_carefree_2 } selectable_weight = { weight = @class_trait_weight inline_script = paragon/pilot_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = scientist_explorer } } ai_weight = 50 } leader_trait_meticulous_2 = { replace_traits = { "leader_trait_meticulous" } inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_meticulous" RARITY = common COUNCIL = no TIER = 2 } modifier = { ship_anomaly_generation_chance_mult = 0.15 } leader_class = { scientist } opposites = { leader_trait_carefree leader_trait_carefree_2 } ai_weight = 50 } ################### leader_trait_custom_AI_assistant = { inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_custom_AI_assistant" RARITY = common COUNCIL = no TIER = none } modifier = { science_ship_survey_speed = 0.10 ship_anomaly_research_speed_mult = 0.10 } leader_class = { scientist } prerequisites = { tech_self_aware_logic } opposites = { "leader_trait_sapient_AI_assistant" } selectable_weight = { weight = @class_trait_weight inline_script = paragon/pilot_weight_mult inline_script = { script = paragon/dual_subclass_weight_mult SUBCLASS_1 = scientist_explorer SUBCLASS_2 = scientist_scholar } } ai_weight = 50 } ################### leader_trait_sapient_AI_assistant = { inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_sapient_AI_assistant" RARITY = common COUNCIL = no TIER = none } modifier = { science_ship_survey_speed = 0.15 ship_anomaly_research_speed_mult = 0.15 } leader_potential_add = { NOT = { from = { has_policy_flag = ai_outlawed } } } leader_class = { scientist } prerequisites = { tech_sapient_ai } opposites = { "leader_trait_custom_AI_assistant" } selectable_weight = { weight = @class_trait_weight inline_script = paragon/pilot_weight_mult inline_script = { script = paragon/dual_subclass_weight_mult SUBCLASS_1 = scientist_explorer SUBCLASS_2 = scientist_scholar } } ai_weight = 70 } ############ # EXPLORER # ############ leader_trait_slippery = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_slippery" RARITY = veteran COUNCIL = no TIER = 1 } modifier = { ship_disengage_chance_mult = 0.5 ship_disengage_opportunities_add = 1 ship_hull_mult = 0.5 } leader_potential_add = { has_trait = subclass_scientist_explorer has_paragon_dlc = yes } leader_class = { scientist } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/pilot_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = scientist_explorer } } } leader_trait_slippery_2 = { leader_trait_type = veteran replace_traits = { "leader_trait_slippery" } inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_slippery" RARITY = veteran COUNCIL = no TIER = 2 } modifier = { ship_disengage_chance_mult = 1 ship_disengage_opportunities_add = 2 ship_hull_mult = 1 } leader_class = { scientist } } ################### leader_trait_prospector = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_prospector" RARITY = veteran COUNCIL = no TIER = 1 } # Trait effects in paragon_events_2.txt leader_potential_add = { has_trait = subclass_scientist_explorer has_paragon_dlc = yes } custom_tooltip = leader_trait_prospector_effect leader_class = { scientist } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/pilot_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = scientist_explorer } } } leader_trait_prospector_2 = { leader_trait_type = veteran replace_traits = { "leader_trait_prospector" } inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_prospector" RARITY = veteran COUNCIL = no TIER = 2 } # Trait effects in paragon_events_2.txt custom_tooltip = leader_trait_prospector_2_effect leader_class = { scientist } } leader_trait_prospector_3 = { leader_trait_type = veteran replace_traits = { "leader_trait_prospector_2" } inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_prospector" RARITY = veteran COUNCIL = no TIER = 3 } # Trait effects in paragon_events_2.txt custom_tooltip_with_modifiers = leader_trait_prospector_3_effect leader_class = { scientist } } ################### leader_trait_observant = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_observant" RARITY = veteran COUNCIL = no TIER = 1 } leader_potential_add = { OR = { has_trait = subclass_scientist_explorer has_trait = subclass_commander_admiral } has_paragon_dlc = yes } modifier = { ship_sensor_range_add = 2 ship_hyperlane_range_add = 3 ship_windup_mult = -0.15 } leader_class = { commander scientist } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/pilot_weight_mult inline_script = { script = paragon/dual_subclass_weight_mult SUBCLASS_1 = commander_admiral SUBCLASS_2 = scientist_explorer } } } leader_trait_observant_2 = { leader_trait_type = veteran replace_traits = { "leader_trait_observant" } inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_observant" RARITY = veteran COUNCIL = no TIER = 2 } modifier = { ship_sensor_range_add = 3 ship_hyperlane_range_add = 4 ship_windup_mult = -0.25 } leader_class = { commander scientist } } ################### leader_trait_academic_dig_site_expert = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_academic_dig_site_expert" RARITY = free_or_veteran COUNCIL = no TIER = 1 } modifier = { ship_archaeological_site_clues_add = 1 } leader_potential_add = { OR = { has_paragon_dlc = no has_trait = subclass_scientist_scholar } } leader_class = { scientist } selectable_weight = { inline_script = paragon/subclass_free_trait_weight inline_script = paragon/pilot_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = scientist_scholar } } } leader_trait_academic_dig_site_expert_2 = { leader_trait_type = veteran replace_traits = { "leader_trait_academic_dig_site_expert" } inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_academic_dig_site_expert" RARITY = free_or_veteran COUNCIL = no TIER = 2 } modifier = { ship_archaeological_site_clues_add = 2 } leader_class = { scientist } } leader_trait_academic_dig_site_expert_3 = { leader_trait_type = veteran replace_traits = { "leader_trait_academic_dig_site_expert_2" } inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_academic_dig_site_expert" RARITY = veteran COUNCIL = no TIER = 3 } modifier = { ship_archaeological_site_clues_add = 3 } leader_potential_add = { has_paragon_dlc = yes } leader_class = { scientist } } ################### leader_trait_academic_minor_artifacts_expert = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_academic_minor_artifacts_expert" RARITY = free_or_veteran COUNCIL = no TIER = 1 } custom_tooltip = leader_trait_academic_minor_artifacts_expert_tt leader_potential_add = { has_ancrel = yes OR = { has_paragon_dlc = no has_trait = subclass_scientist_scholar } } leader_class = { scientist } prerequisites = { tech_archaeostudies } selectable_weight = { inline_script = paragon/subclass_free_trait_weight inline_script = paragon/pilot_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = scientist_scholar } modifier = { from = { has_ascension_perk = ap_archaeoengineers } factor = @synergy_weight_mult } } } leader_trait_academic_minor_artifacts_expert_2 = { leader_trait_type = veteran replace_traits = { "leader_trait_academic_minor_artifacts_expert" } inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_academic_minor_artifacts_expert" RARITY = free_or_veteran COUNCIL = no TIER = 2 } custom_tooltip = leader_trait_academic_minor_artifacts_expert_2_tt leader_class = { scientist } } leader_trait_academic_minor_artifacts_expert_3 = { leader_trait_type = veteran replace_traits = { "leader_trait_academic_minor_artifacts_expert_2" } inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_academic_minor_artifacts_expert" RARITY = veteran COUNCIL = no TIER = 3 } custom_tooltip = leader_trait_academic_minor_artifacts_expert_3_tt leader_potential_add = { has_paragon_dlc = yes } leader_class = { scientist } } ################### leader_trait_tuner = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_tuner" RARITY = veteran COUNCIL = no TIER = 1 } modifier = { ship_speed_mult = 0.35 } leader_potential_add = { has_trait = subclass_scientist_explorer has_paragon_dlc = yes } leader_class = { scientist } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/pilot_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = scientist_explorer } } } leader_trait_tuner_2 = { leader_trait_type = veteran replace_traits = { "leader_trait_tuner" } inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_tuner" RARITY = veteran COUNCIL = no TIER = 2 } modifier = { ship_speed_mult = 0.5 } leader_class = { scientist } } ################### leader_trait_explorer_cloaking_focus = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_explorer_cloaking_focus" RARITY = veteran COUNCIL = no TIER = 1 } modifier = { ship_cloaking_strength_add = 2 } prerequisites = { tech_cloaking_1 } leader_potential_add = { has_trait = subclass_scientist_explorer has_paragon_dlc = yes } leader_class = { scientist } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/pilot_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = scientist_explorer } } } leader_trait_explorer_cloaking_focus_2 = { leader_trait_type = veteran replace_traits = { "leader_trait_explorer_cloaking_focus" } inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_explorer_cloaking_focus" RARITY = veteran COUNCIL = no TIER = 2 } modifier = { ship_cloaking_strength_add = 3 } prerequisites = { tech_cloaking_1 } leader_class = { scientist } } leader_trait_explorer_cloaking_focus_3 = { leader_trait_type = veteran replace_traits = { "leader_trait_explorer_cloaking_focus_2" } inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_explorer_cloaking_focus" RARITY = veteran COUNCIL = no TIER = 3 } modifier = { ship_cloaking_strength_add = 3 } custom_tooltip_with_modifiers = leader_trait_explorer_cloaking_focus_3_tt prerequisites = { tech_cloaking_1 } leader_class = { scientist } } ########### # ANALYST # ########### leader_trait_collaborator = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_collaborator" RARITY = veteran COUNCIL = no TIER = 1 } planet_modifier = { planet_jobs_physics_research_produces_mult = 0.05 planet_jobs_society_research_produces_mult = 0.05 planet_jobs_engineering_research_produces_mult = 0.05 } sector_modifier = { planet_jobs_physics_research_produces_mult = 0.025 planet_jobs_society_research_produces_mult = 0.025 planet_jobs_engineering_research_produces_mult = 0.025 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_scientist_governor } leader_class = { scientist } opposites = { leader_trait_opinionated leader_trait_opinionated_2 } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/governor_weight_mult } } leader_trait_collaborator_2 = { leader_trait_type = veteran replace_traits = { "leader_trait_collaborator" } inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_collaborator" RARITY = veteran COUNCIL = no TIER = 2 } planet_modifier = { planet_jobs_physics_research_produces_mult = 0.075 planet_jobs_society_research_produces_mult = 0.075 planet_jobs_engineering_research_produces_mult = 0.075 } sector_modifier = { planet_jobs_physics_research_produces_mult = 0.0375 planet_jobs_society_research_produces_mult = 0.0375 planet_jobs_engineering_research_produces_mult = 0.0375 } leader_class = { scientist } opposites = { leader_trait_opinionated leader_trait_opinionated_2 } } leader_trait_collaborator_3 = { leader_trait_type = veteran replace_traits = { "leader_trait_collaborator_2" } inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_collaborator" RARITY = veteran COUNCIL = no TIER = 3 } planet_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 } sector_modifier = { planet_jobs_physics_research_produces_mult = 0.05 planet_jobs_society_research_produces_mult = 0.05 planet_jobs_engineering_research_produces_mult = 0.05 } leader_class = { scientist } opposites = { leader_trait_opinionated leader_trait_opinionated_2 } } ################### leader_trait_manufacturer = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_manufacturer" RARITY = veteran COUNCIL = no TIER = 1 } leader_potential_add = { OR = { has_trait = subclass_scientist_governor has_trait = subclass_official_governor } has_paragon_dlc = yes } planet_modifier = { planet_amenities_add = 1000 } sector_modifier = { planet_amenities_add = 500 } leader_class = { scientist official } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/governor_weight_mult } } leader_trait_manufacturer_2 = { leader_trait_type = veteran replace_traits = { "leader_trait_manufacturer" } inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_manufacturer" RARITY = veteran COUNCIL = no TIER = 2 } planet_modifier = { planet_amenities_add = 2000 } sector_modifier = { planet_amenities_add = 1000 } leader_class = { scientist official } } leader_trait_manufacturer_3 = { leader_trait_type = veteran replace_traits = { "leader_trait_manufacturer_2" } inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_manufacturer" RARITY = veteran COUNCIL = no TIER = 3 } planet_modifier = { planet_amenities_add = 4000 } sector_modifier = { planet_amenities_add = 2000 } leader_class = { scientist official } } ################### leader_trait_salvager = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_salvager" RARITY = veteran COUNCIL = no TIER = 1 } modifier = { ship_speed_mult = 0.05 } leader_potential_add = { has_trait = subclass_scientist_scholar has_paragon_dlc = yes } leader_class = { scientist } custom_tooltip_with_modifiers = leader_trait_salvager_effect selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/pilot_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = scientist_scholar } } } leader_trait_salvager_2 = { leader_trait_type = veteran replace_traits = { "leader_trait_salvager" } inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_salvager" RARITY = veteran COUNCIL = no TIER = 2 } modifier = { ship_speed_mult = 0.15 } leader_class = { scientist } custom_tooltip_with_modifiers = leader_trait_salvager_effect_2 } leader_trait_salvager_3 = { leader_trait_type = veteran replace_traits = { "leader_trait_salvager_2" } inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_salvager" RARITY = veteran COUNCIL = no TIER = 3 } modifier = { ship_speed_mult = 0.25 } leader_class = { scientist } custom_tooltip_with_modifiers = leader_trait_salvager_effect_3 } ################### leader_trait_space_miner = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_space_miner" RARITY = veteran COUNCIL = no TIER = 1 } triggered_planet_modifier = { potential = { trait_is_wilderness_check = no } planet_miners_minerals_produces_add = 0.25 } triggered_planet_modifier = { potential = { trait_is_wilderness_check = yes } planet_jobs_minerals_produces_mult = 0.025 } triggered_sector_modifier = { potential = { trait_is_wilderness_check = no } planet_miners_minerals_produces_add = 0.125 } triggered_sector_modifier = { potential = { trait_is_wilderness_check = yes } planet_jobs_minerals_produces_mult = 0.015 } leader_potential_add = { has_governor_subclass = yes has_paragon_dlc = yes } leader_class = { scientist official commander } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/governor_weight_mult } } leader_trait_space_miner_2 = { leader_trait_type = veteran replace_traits = { "leader_trait_space_miner" } inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_space_miner" RARITY = veteran COUNCIL = no TIER = 2 } triggered_planet_modifier = { potential = { trait_is_wilderness_check = no } planet_miners_minerals_produces_add = 0.5 } triggered_planet_modifier = { potential = { trait_is_wilderness_check = yes } planet_jobs_minerals_produces_mult = 0.05 } triggered_sector_modifier = { potential = { trait_is_wilderness_check = no } planet_miners_minerals_produces_add = 0.25 } triggered_sector_modifier = { potential = { trait_is_wilderness_check = yes } planet_jobs_minerals_produces_mult = 0.03 } leader_class = { scientist official commander } } leader_trait_space_miner_3 = { leader_trait_type = veteran replace_traits = { "leader_trait_space_miner_2" } inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_space_miner" RARITY = veteran COUNCIL = no TIER = 3 } triggered_planet_modifier = { potential = { trait_is_wilderness_check = no } planet_miners_minerals_produces_add = 1 } triggered_planet_modifier = { potential = { trait_is_wilderness_check = yes } planet_jobs_minerals_produces_mult = 0.075 } triggered_sector_modifier = { potential = { trait_is_wilderness_check = no } planet_miners_minerals_produces_add = 0.5 } triggered_sector_modifier = { potential = { trait_is_wilderness_check = yes } planet_jobs_minerals_produces_mult = 0.045 } leader_class = { scientist official commander } } ############## # RESEARCHER # ############## leader_trait_inquisitive = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_inquisitive" RARITY = veteran COUNCIL = yes TIER = 1 } councilor_modifier = { all_technology_research_speed = 0.02 num_tech_alternatives_add = 1 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_scientist_councilor } leader_class = { scientist } ai_weight = 100 opposites = { leader_trait_narrow_minded leader_trait_narrow_minded_2 } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_inquisitive_2 = { leader_trait_type = veteran replace_traits = { "leader_trait_inquisitive" } inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_inquisitive" RARITY = veteran COUNCIL = yes TIER = 2 } councilor_modifier = { all_technology_research_speed = 0.04 num_tech_alternatives_add = 1 } leader_class = { scientist } ai_weight = 100 opposites = { leader_trait_narrow_minded leader_trait_narrow_minded_2 } } leader_trait_inquisitive_3 = { leader_trait_type = veteran replace_traits = { "leader_trait_inquisitive_2" } inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_inquisitive" RARITY = veteran COUNCIL = yes TIER = 3 } councilor_modifier = { all_technology_research_speed = 0.06 num_tech_alternatives_add = 1 } leader_class = { scientist } ai_weight = 100 opposites = { leader_trait_narrow_minded leader_trait_narrow_minded_2 } } ################### leader_trait_maniacal = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_maniacal" RARITY = free_or_veteran COUNCIL = yes TIER = 1 } councilor_modifier = { all_technology_research_speed = 0.05 # increased chance to discover risky techs (weighted in tech-script) } leader_potential_add = { OR = { has_paragon_dlc = no has_trait = subclass_scientist_councilor } } leader_class = { scientist } opposites = { leader_trait_paranoid leader_trait_paranoid_2 } selectable_weight = { inline_script = paragon/subclass_free_trait_weight inline_script = paragon/council_weight_mult } ai_weight = 110 } leader_trait_maniacal_2 = { leader_trait_type = veteran replace_traits = {leader_trait_maniacal} inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_maniacal" RARITY = free_or_veteran COUNCIL = yes TIER = 2 } councilor_modifier = { all_technology_research_speed = 0.08 # increased chance to discover risky techs (weighted in tech-script) } leader_class = { scientist } opposites = { leader_trait_paranoid leader_trait_paranoid_2 } ai_weight = 110 } leader_trait_maniacal_3 = { leader_trait_type = veteran replace_traits = { leader_trait_maniacal_2 } inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_maniacal" RARITY = veteran COUNCIL = yes TIER = 3 } councilor_modifier = { all_technology_research_speed = 0.10 # increased chance to discover risky techs (weighted in tech-script) } leader_potential_add = { has_paragon_dlc = yes OR = { leader_class = scientist has_leader_flag = renowned_materialist1 } } leader_class = { commander scientist } opposites = { leader_trait_paranoid leader_trait_paranoid_2 } ai_weight = 110 } ################### trait_ruler_expansionist = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_expansionist" RARITY = free_or_veteran COUNCIL = yes TIER = 1 } councilor_modifier = { starbase_outpost_cost_mult = -0.05 country_starbase_influence_cost_mult = -0.05 } leader_potential_add = { OR = { has_paragon_dlc = no has_trait = subclass_scientist_councilor } } leader_class = { scientist } selectable_weight = { inline_script = paragon/subclass_free_trait_weight inline_script = paragon/council_weight_mult } } trait_ruler_expansionist_2 = { leader_trait_type = veteran replace_traits = { "trait_ruler_expansionist" } inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_expansionist" RARITY = free_or_veteran COUNCIL = yes TIER = 2 } councilor_modifier = { starbase_outpost_cost_mult = -0.075 country_starbase_influence_cost_mult = -0.075 } leader_class = { scientist } } trait_ruler_expansionist_3 = { leader_trait_type = veteran replace_traits = { "trait_ruler_expansionist_2" } inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_expansionist" RARITY = veteran COUNCIL = yes TIER = 3 } councilor_modifier = { starbase_outpost_cost_mult = -0.10 country_starbase_influence_cost_mult = -0.10 } leader_potential_add = { has_paragon_dlc = yes } leader_class = { scientist } } ################### leader_trait_science_communicator = { leader_trait_type = veteran inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_science_communicator" RARITY = veteran COUNCIL = yes TIER = 1 } councilor_modifier = { scientist_exp_gain = 0.05 ship_archaeological_site_clues_add = 1 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_scientist_councilor } leader_class = { scientist } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_science_communicator_2 = { leader_trait_type = veteran replace_traits = { "leader_trait_science_communicator" } inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_science_communicator" RARITY = veteran COUNCIL = yes TIER = 2 } councilor_modifier = { scientist_exp_gain = 0.15 ship_archaeological_site_clues_add = 1 } leader_class = { scientist } } leader_trait_science_communicator_3 = { leader_trait_type = veteran replace_traits = { "leader_trait_science_communicator_2" } inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_science_communicator" RARITY = veteran COUNCIL = yes TIER = 3 } councilor_modifier = { scientist_exp_gain = 0.25 ship_archaeological_site_clues_add = 2 } leader_class = { scientist } } #################### # RESEARCHER FOCUS # #################### leader_trait_engineering_focus = { leader_trait_type = veteran inline_script = { script = trait/icon_engineering CLASS = scientist ICON = "GFX_leader_trait_engineering_focus" RARITY = veteran COUNCIL = no TIER = 1 } planet_modifier = { planet_jobs_engineering_research_produces_mult = 0.1 } sector_modifier = { planet_jobs_engineering_research_produces_mult = 0.05 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_scientist_governor has_scientist_focus = no } leader_class = { scientist } triggered_desc = { text = only_one_scientist_focus } ai_weight = 100 selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/governor_weight_mult } } leader_trait_engineering_focus_2 = { leader_trait_type = veteran replace_traits = { "leader_trait_engineering_focus" } inline_script = { script = trait/icon_engineering CLASS = scientist ICON = "GFX_leader_trait_engineering_focus" RARITY = veteran COUNCIL = no TIER = 2 } planet_modifier = { planet_jobs_engineering_research_produces_mult = 0.2 } sector_modifier = { planet_jobs_engineering_research_produces_mult = 0.1 } leader_class = { scientist } triggered_desc = { text = only_one_scientist_focus } ai_weight = 100 } leader_trait_engineering_focus_3 = { leader_trait_type = veteran replace_traits = { "leader_trait_engineering_focus_2" } inline_script = { script = trait/icon_engineering CLASS = scientist ICON = "GFX_leader_trait_engineering_focus" RARITY = veteran COUNCIL = no TIER = 3 } planet_modifier = { planet_jobs_engineering_research_produces_mult = 0.3 } sector_modifier = { planet_jobs_engineering_research_produces_mult = 0.15 } leader_class = { scientist } triggered_desc = { text = only_one_scientist_focus } ai_weight = 100 } ################### leader_trait_physics_focus = { leader_trait_type = veteran inline_script = { script = trait/icon_physics CLASS = scientist ICON = "GFX_leader_trait_physics_focus" RARITY = veteran COUNCIL = no TIER = 1 } planet_modifier = { planet_jobs_physics_research_produces_mult = 0.1 } sector_modifier = { planet_jobs_physics_research_produces_mult = 0.05 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_scientist_governor has_scientist_focus = no } leader_class = { scientist } triggered_desc = { text = only_one_scientist_focus } ai_weight = 100 selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/governor_weight_mult } } leader_trait_physics_focus_2 = { leader_trait_type = veteran replace_traits = { "leader_trait_physics_focus" } inline_script = { script = trait/icon_physics CLASS = scientist ICON = "GFX_leader_trait_physics_focus" RARITY = veteran COUNCIL = no TIER = 2 } planet_modifier = { planet_jobs_physics_research_produces_mult = 0.2 } sector_modifier = { planet_jobs_physics_research_produces_mult = 0.1 } leader_class = { scientist } triggered_desc = { text = only_one_scientist_focus } ai_weight = 100 } leader_trait_physics_focus_3 = { leader_trait_type = veteran replace_traits = { "leader_trait_physics_focus_2" } inline_script = { script = trait/icon_physics CLASS = scientist ICON = "GFX_leader_trait_physics_focus" RARITY = veteran COUNCIL = no TIER = 3 } planet_modifier = { planet_jobs_physics_research_produces_mult = 0.3 } sector_modifier = { planet_jobs_physics_research_produces_mult = 0.15 } leader_class = { scientist } triggered_desc = { text = only_one_scientist_focus } ai_weight = 100 } ################### leader_trait_society_focus = { leader_trait_type = veteran inline_script = { script = trait/icon_society CLASS = scientist ICON = "GFX_leader_trait_society_focus" RARITY = veteran COUNCIL = no TIER = 1 } planet_modifier = { planet_jobs_society_research_produces_mult = 0.1 } sector_modifier = { planet_jobs_society_research_produces_mult = 0.05 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_scientist_governor has_scientist_focus = no } leader_class = { scientist } triggered_desc = { text = only_one_scientist_focus } ai_weight = 100 selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/governor_weight_mult } } leader_trait_society_focus_2 = { leader_trait_type = veteran replace_traits = { "leader_trait_society_focus" } inline_script = { script = trait/icon_society CLASS = scientist ICON = "GFX_leader_trait_society_focus" RARITY = veteran COUNCIL = yes TIER = 2 } planet_modifier = { planet_jobs_society_research_produces_mult = 0.2 } sector_modifier = { planet_jobs_society_research_produces_mult = 0.1 } leader_class = { scientist } triggered_desc = { text = only_one_scientist_focus } ai_weight = 100 } leader_trait_society_focus_3 = { leader_trait_type = veteran replace_traits = { "leader_trait_society_focus_2" } inline_script = { script = trait/icon_society CLASS = scientist ICON = "GFX_leader_trait_society_focus" RARITY = veteran COUNCIL = yes TIER = 3 } planet_modifier = { planet_jobs_society_research_produces_mult = 0.3 } sector_modifier = { planet_jobs_society_research_produces_mult = 0.15 } leader_class = { scientist } triggered_desc = { text = only_one_scientist_focus } ai_weight = 100 } ####################### # RESEARCHER EXPERISE # ####################### @expertise_tier_1_mult = 0.15 @expertise_tier_2_mult = 0.30 @expertise_tier_3_mult = 0.50 leader_trait_expertise_materials = { # This is needed due to the technocracy effects force_councilor_trait = yes leader_trait_type = veteran inline_script = { script = trait/icon_engineering CLASS = scientist ICON = "GFX_leader_trait_expertise_materials" RARITY = free_or_veteran COUNCIL = yes TIER = 1 } councilor_modifier = { category_materials_research_speed_mult = @expertise_tier_1_mult category_materials_draw_chance_mult = 0.25 } inline_script = { script = traits/technocracy_expertise_effects FIELD = engineering TIER = 1 } leader_potential_add = { is_specialist_researcher_engineering = no can_leader_get_council_trait_trigger = yes OR = { has_paragon_dlc = no has_trait = subclass_scientist_councilor } } leader_class = { scientist } ai_weight = 100 selectable_weight = { inline_script = paragon/subclass_free_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_expertise_materials_2 = { replace_traits = { "leader_trait_expertise_materials" } leader_trait_type = veteran inline_script = { script = trait/icon_engineering CLASS = scientist ICON = "GFX_leader_trait_expertise_materials" RARITY = free_or_veteran COUNCIL = yes TIER = 2 } councilor_modifier = { category_materials_research_speed_mult = @expertise_tier_2_mult category_materials_draw_chance_mult = 0.35 } inline_script = { script = traits/technocracy_expertise_effects FIELD = engineering TIER = 2 } leader_class = { scientist } ai_weight = 100 } leader_trait_expertise_materials_3 = { replace_traits = { "leader_trait_expertise_materials_2" } leader_trait_type = veteran inline_script = { script = trait/icon_engineering CLASS = scientist ICON = "GFX_leader_trait_expertise_materials" RARITY = veteran COUNCIL = yes TIER = 3 } councilor_modifier = { category_materials_research_speed_mult = @expertise_tier_3_mult category_materials_draw_chance_mult = 0.75 } inline_script = { script = traits/technocracy_expertise_effects FIELD = engineering TIER = 3 } leader_potential_add = { has_paragon_dlc = yes } leader_class = { scientist } ai_weight = 100 } ################### leader_trait_expertise_propulsion = { # This is needed due to the technocracy effects force_councilor_trait = yes leader_trait_type = veteran inline_script = { script = trait/icon_engineering CLASS = scientist ICON = "GFX_leader_trait_expertise_propulsion" RARITY = free_or_veteran COUNCIL = yes TIER = 1 } councilor_modifier = { category_propulsion_research_speed_mult = @expertise_tier_1_mult category_propulsion_draw_chance_mult = 0.25 } inline_script = { script = traits/technocracy_expertise_effects FIELD = engineering TIER = 1 } leader_potential_add = { is_specialist_researcher_engineering = no can_leader_get_council_trait_trigger = yes OR = { has_paragon_dlc = no has_trait = subclass_scientist_councilor } } leader_class = { scientist } ai_weight = 100 selectable_weight = { inline_script = paragon/subclass_free_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_expertise_propulsion_2 = { replace_traits = { "leader_trait_expertise_propulsion" } leader_trait_type = veteran inline_script = { script = trait/icon_engineering CLASS = scientist ICON = "GFX_leader_trait_expertise_propulsion" RARITY = free_or_veteran COUNCIL = yes TIER = 2 } inline_script = { script = traits/technocracy_expertise_effects FIELD = engineering TIER = 2 } councilor_modifier = { category_propulsion_research_speed_mult = @expertise_tier_2_mult category_propulsion_draw_chance_mult = 0.35 } leader_class = { scientist } ai_weight = 100 } leader_trait_expertise_propulsion_3 = { replace_traits = { "leader_trait_expertise_propulsion_2" } leader_trait_type = veteran inline_script = { script = trait/icon_engineering CLASS = scientist ICON = "GFX_leader_trait_expertise_propulsion" RARITY = veteran COUNCIL = yes TIER = 3 } councilor_modifier = { category_propulsion_research_speed_mult = @expertise_tier_3_mult category_propulsion_draw_chance_mult = 0.75 } inline_script = { script = traits/technocracy_expertise_effects FIELD = engineering TIER = 3 } leader_potential_add = { has_paragon_dlc = yes } leader_class = { scientist } ai_weight = 100 } ################### leader_trait_expertise_voidcraft = { # This is needed due to the technocracy effects force_councilor_trait = yes leader_trait_type = veteran inline_script = { script = trait/icon_engineering CLASS = scientist ICON = "GFX_leader_trait_expertise_voidcraft" RARITY = free_or_veteran COUNCIL = yes TIER = 1 } councilor_modifier = { category_voidcraft_research_speed_mult = @expertise_tier_1_mult category_voidcraft_draw_chance_mult = 0.25 } inline_script = { script = traits/technocracy_expertise_effects FIELD = engineering TIER = 1 } leader_potential_add = { is_specialist_researcher_engineering = no can_leader_get_council_trait_trigger = yes OR = { has_paragon_dlc = no has_trait = subclass_scientist_councilor } } leader_class = { scientist } ai_weight = 70 selectable_weight = { inline_script = paragon/subclass_free_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_expertise_voidcraft_2 = { replace_traits = { "leader_trait_expertise_voidcraft" } leader_trait_type = veteran inline_script = { script = trait/icon_engineering CLASS = scientist ICON = "GFX_leader_trait_expertise_voidcraft" RARITY = free_or_veteran COUNCIL = yes TIER = 2 } councilor_modifier = { category_voidcraft_research_speed_mult = @expertise_tier_2_mult category_voidcraft_draw_chance_mult = 0.35 } inline_script = { script = traits/technocracy_expertise_effects FIELD = engineering TIER = 2 } leader_class = { scientist } ai_weight = 70 } leader_trait_expertise_voidcraft_3 = { replace_traits = { "leader_trait_expertise_voidcraft_2" } leader_trait_type = veteran inline_script = { script = trait/icon_engineering CLASS = scientist ICON = "GFX_leader_trait_expertise_voidcraft" RARITY = veteran COUNCIL = yes TIER = 3 } councilor_modifier = { category_voidcraft_research_speed_mult = @expertise_tier_3_mult category_voidcraft_draw_chance_mult = 0.75 } inline_script = { script = traits/technocracy_expertise_effects FIELD = engineering TIER = 3 } leader_potential_add = { has_paragon_dlc = yes } leader_class = { scientist } ai_weight = 70 } ################### leader_trait_expertise_industry = { # This is needed due to the technocracy effects force_councilor_trait = yes leader_trait_type = veteran inline_script = { script = trait/icon_engineering CLASS = scientist ICON = "GFX_leader_trait_expertise_industry" RARITY = free_or_veteran COUNCIL = yes TIER = 1 } councilor_modifier = { category_industry_research_speed_mult = @expertise_tier_1_mult category_industry_draw_chance_mult = 0.25 } inline_script = { script = traits/technocracy_expertise_effects FIELD = engineering TIER = 1 } leader_potential_add = { is_specialist_researcher_engineering = no can_leader_get_council_trait_trigger = yes OR = { has_paragon_dlc = no has_trait = subclass_scientist_councilor } } leader_class = { scientist } ai_weight = 70 selectable_weight = { inline_script = paragon/subclass_free_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_expertise_industry_2 = { replace_traits = { "leader_trait_expertise_industry" } leader_trait_type = veteran inline_script = { script = trait/icon_engineering CLASS = scientist ICON = "GFX_leader_trait_expertise_industry" RARITY = free_or_veteran COUNCIL = yes TIER = 2 } councilor_modifier = { category_industry_research_speed_mult = @expertise_tier_2_mult category_industry_draw_chance_mult = 0.35 } inline_script = { script = traits/technocracy_expertise_effects FIELD = engineering TIER = 2 } leader_class = { scientist } ai_weight = 70 } leader_trait_expertise_industry_3 = { replace_traits = { "leader_trait_expertise_industry_2" } leader_trait_type = veteran inline_script = { script = trait/icon_engineering CLASS = scientist ICON = "GFX_leader_trait_expertise_industry" RARITY = veteran COUNCIL = yes TIER = 3 } councilor_modifier = { category_industry_research_speed_mult = @expertise_tier_3_mult category_industry_draw_chance_mult = 0.75 } inline_script = { script = traits/technocracy_expertise_effects FIELD = engineering TIER = 3 } leader_potential_add = { has_paragon_dlc = yes } leader_class = { scientist } ai_weight = 70 } ################### leader_trait_expertise_field_manipulation = { # This is needed due to the technocracy effects force_councilor_trait = yes leader_trait_type = veteran inline_script = { script = trait/icon_physics CLASS = scientist ICON = "GFX_leader_trait_expertise_field_manipulation" RARITY = free_or_veteran COUNCIL = yes TIER = 1 } councilor_modifier = { category_field_manipulation_research_speed_mult = @expertise_tier_1_mult category_field_manipulation_draw_chance_mult = 0.25 } inline_script = { script = traits/technocracy_expertise_effects FIELD = physics TIER = 1 } leader_potential_add = { is_specialist_researcher_physics = no can_leader_get_council_trait_trigger = yes OR = { has_paragon_dlc = no has_trait = subclass_scientist_councilor } } leader_class = { scientist } ai_weight = 100 selectable_weight = { inline_script = paragon/subclass_free_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_expertise_field_manipulation_2 = { replace_traits = { "leader_trait_expertise_field_manipulation" } leader_trait_type = veteran inline_script = { script = trait/icon_physics CLASS = scientist ICON = "GFX_leader_trait_expertise_field_manipulation" RARITY = free_or_veteran COUNCIL = yes TIER = 2 } councilor_modifier = { category_field_manipulation_research_speed_mult = @expertise_tier_2_mult category_field_manipulation_draw_chance_mult = 0.35 } inline_script = { script = traits/technocracy_expertise_effects FIELD = physics TIER = 2 } leader_class = { scientist } ai_weight = 100 } leader_trait_expertise_field_manipulation_3 = { replace_traits = { "leader_trait_expertise_field_manipulation_2" } leader_trait_type = veteran inline_script = { script = trait/icon_physics CLASS = scientist ICON = "GFX_leader_trait_expertise_field_manipulation" RARITY = veteran COUNCIL = yes TIER = 3 } councilor_modifier = { category_field_manipulation_research_speed_mult = @expertise_tier_3_mult category_field_manipulation_draw_chance_mult = 0.75 } inline_script = { script = traits/technocracy_expertise_effects FIELD = physics TIER = 3 } leader_potential_add = { has_paragon_dlc = yes } leader_class = { scientist } ai_weight = 100 } ################### leader_trait_expertise_particles = { # This is needed due to the technocracy effects force_councilor_trait = yes leader_trait_type = veteran inline_script = { script = trait/icon_physics CLASS = scientist ICON = "GFX_leader_trait_expertise_particles" RARITY = free_or_veteran COUNCIL = yes TIER = 1 } councilor_modifier = { category_particles_research_speed_mult = @expertise_tier_1_mult category_particles_draw_chance_mult = 0.25 } inline_script = { script = traits/technocracy_expertise_effects FIELD = physics TIER = 1 } leader_potential_add = { is_specialist_researcher_physics = no can_leader_get_council_trait_trigger = yes OR = { has_paragon_dlc = no has_trait = subclass_scientist_councilor } } leader_class = { scientist } ai_weight = 100 selectable_weight = { inline_script = paragon/subclass_free_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_expertise_particles_2 = { replace_traits = { "leader_trait_expertise_particles" } leader_trait_type = veteran inline_script = { script = trait/icon_physics CLASS = scientist ICON = "GFX_leader_trait_expertise_particles" RARITY = free_or_veteran COUNCIL = yes TIER = 2 } councilor_modifier = { category_particles_research_speed_mult = @expertise_tier_2_mult category_particles_draw_chance_mult = 0.35 } inline_script = { script = traits/technocracy_expertise_effects FIELD = physics TIER = 2 } leader_class = { scientist } ai_weight = 100 } leader_trait_expertise_particles_3 = { replace_traits = { "leader_trait_expertise_particles_2" } leader_trait_type = veteran inline_script = { script = trait/icon_physics CLASS = scientist ICON = "GFX_leader_trait_expertise_particles" RARITY = veteran COUNCIL = yes TIER = 3 } councilor_modifier = { category_particles_research_speed_mult = @expertise_tier_3_mult category_particles_draw_chance_mult = 0.75 } inline_script = { script = traits/technocracy_expertise_effects FIELD = physics TIER = 3 } leader_potential_add = { has_paragon_dlc = yes } leader_class = { scientist } ai_weight = 100 } ################### leader_trait_expertise_computing = { # This is needed due to the technocracy effects force_councilor_trait = yes leader_trait_type = veteran inline_script = { script = trait/icon_physics CLASS = scientist ICON = "GFX_leader_trait_expertise_computing" RARITY = free_or_veteran COUNCIL = yes TIER = 1 } councilor_modifier = { category_computing_research_speed_mult = @expertise_tier_1_mult category_computing_draw_chance_mult = 0.25 } inline_script = { script = traits/technocracy_expertise_effects FIELD = physics TIER = 1 } leader_potential_add = { is_specialist_researcher_physics = no can_leader_get_council_trait_trigger = yes OR = { has_paragon_dlc = no has_trait = subclass_scientist_councilor } } leader_class = { scientist } ai_weight = 100 selectable_weight = { inline_script = paragon/subclass_free_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_expertise_computing_2 = { replace_traits = { "leader_trait_expertise_computing" } leader_trait_type = veteran inline_script = { script = trait/icon_physics CLASS = scientist ICON = "GFX_leader_trait_expertise_computing" RARITY = free_or_veteran COUNCIL = yes TIER = 2 } councilor_modifier = { category_computing_research_speed_mult = @expertise_tier_2_mult category_computing_draw_chance_mult = 0.35 } inline_script = { script = traits/technocracy_expertise_effects FIELD = physics TIER = 2 } leader_class = { scientist } ai_weight = 100 } leader_trait_expertise_computing_3 = { replace_traits = { "leader_trait_expertise_computing_2" } leader_trait_type = veteran inline_script = { script = trait/icon_physics CLASS = scientist ICON = "GFX_leader_trait_expertise_computing" RARITY = veteran COUNCIL = yes TIER = 3 } councilor_modifier = { category_computing_research_speed_mult = @expertise_tier_3_mult category_computing_draw_chance_mult = 0.75 } inline_script = { script = traits/technocracy_expertise_effects FIELD = physics TIER = 3 } leader_potential_add = { has_paragon_dlc = yes } leader_class = { scientist } ai_weight = 100 } ################### leader_trait_expertise_psionics = { # This is needed due to the technocracy effects force_councilor_trait = yes leader_trait_type = veteran inline_script = { script = trait/icon_psionic CLASS = scientist ICON = "GFX_leader_trait_expertise_psionics" RARITY = free_or_veteran COUNCIL = yes TIER = 1 } councilor_modifier = { category_psionics_research_speed_mult = @expertise_tier_1_mult category_psionics_draw_chance_mult = 0.5 } inline_script = { script = traits/technocracy_expertise_effects FIELD = society TIER = 1 } leader_potential_add = { is_specialist_researcher_society = no can_leader_get_council_trait_trigger = yes OR = { has_paragon_dlc = no has_trait = subclass_scientist_councilor } OR = { has_psionic_leader_trait = yes AND = { exists = owner owner = { OR = { has_technology = tech_psionic_theory has_origin = origin_shroudwalker_apprentice } } } species = { has_psionic_species_trait = yes } } } leader_class = { scientist } ai_weight = 100 selectable_weight = { inline_script = paragon/subclass_free_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_expertise_psionics_2 = { replace_traits = { "leader_trait_expertise_psionics" } leader_trait_type = veteran inline_script = { script = trait/icon_psionic CLASS = scientist ICON = "GFX_leader_trait_expertise_psionics" RARITY = free_or_veteran COUNCIL = yes TIER = 2 } councilor_modifier = { category_psionics_research_speed_mult = @expertise_tier_2_mult category_psionics_draw_chance_mult = 1.00 } inline_script = { script = traits/technocracy_expertise_effects FIELD = society TIER = 2 } leader_class = { scientist } ai_weight = 100 } leader_trait_expertise_psionics_3 = { replace_traits = { "leader_trait_expertise_psionics_2" } leader_trait_type = veteran inline_script = { script = trait/icon_psionic CLASS = scientist ICON = "GFX_leader_trait_expertise_psionics" RARITY = veteran COUNCIL = yes TIER = 3 } councilor_modifier = { category_psionics_research_speed_mult = @expertise_tier_3_mult category_psionics_draw_chance_mult = 2.00 } inline_script = { script = traits/technocracy_expertise_effects FIELD = society TIER = 3 } leader_potential_add = { has_paragon_dlc = yes } leader_class = { scientist } ai_weight = 100 } ################### leader_trait_expertise_new_worlds = { # This is needed due to the technocracy effects force_councilor_trait = yes leader_trait_type = veteran inline_script = { script = trait/icon_society CLASS = scientist ICON = "GFX_leader_trait_expertise_new_worlds" RARITY = free_or_veteran COUNCIL = yes TIER = 1 } councilor_modifier = { category_new_worlds_research_speed_mult = @expertise_tier_1_mult category_new_worlds_draw_chance_mult = 0.25 } inline_script = { script = traits/technocracy_expertise_effects FIELD = society TIER = 1 } leader_potential_add = { is_specialist_researcher_society = no can_leader_get_council_trait_trigger = yes OR = { has_paragon_dlc = no has_trait = subclass_scientist_councilor } } leader_class = { scientist } ai_weight = 100 selectable_weight = { inline_script = paragon/subclass_free_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_expertise_new_worlds_2 = { replace_traits = { "leader_trait_expertise_new_worlds" } leader_trait_type = veteran inline_script = { script = trait/icon_society CLASS = scientist ICON = "GFX_leader_trait_expertise_new_worlds" RARITY = free_or_veteran COUNCIL = yes TIER = 2 } councilor_modifier = { category_new_worlds_research_speed_mult = @expertise_tier_2_mult category_new_worlds_draw_chance_mult = 0.35 } inline_script = { script = traits/technocracy_expertise_effects FIELD = society TIER = 2 } leader_class = { scientist } ai_weight = 100 } leader_trait_expertise_new_worlds_3 = { replace_traits = { "leader_trait_expertise_new_worlds_2" } leader_trait_type = veteran inline_script = { script = trait/icon_society CLASS = scientist ICON = "GFX_leader_trait_expertise_new_worlds" RARITY = veteran COUNCIL = yes TIER = 3 } councilor_modifier = { category_new_worlds_research_speed_mult = @expertise_tier_3_mult category_new_worlds_draw_chance_mult = 0.75 } inline_script = { script = traits/technocracy_expertise_effects FIELD = society TIER = 3 } leader_potential_add = { has_paragon_dlc = yes } leader_class = { scientist } ai_weight = 100 } ################### leader_trait_expertise_statecraft = { # This is needed due to the technocracy effects force_councilor_trait = yes leader_trait_type = veteran inline_script = { script = trait/icon_society CLASS = scientist ICON = "GFX_leader_trait_expertise_statecraft" RARITY = free_or_veteran COUNCIL = yes TIER = 1 } councilor_modifier = { category_statecraft_research_speed_mult = @expertise_tier_1_mult category_statecraft_draw_chance_mult = 0.25 } inline_script = { script = traits/technocracy_expertise_effects FIELD = society TIER = 1 } leader_potential_add = { is_specialist_researcher_society = no can_leader_get_council_trait_trigger = yes OR = { has_paragon_dlc = no has_trait = subclass_scientist_councilor } } leader_class = { scientist } ai_weight = 100 selectable_weight = { inline_script = paragon/subclass_free_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_expertise_statecraft_2 = { replace_traits = { "leader_trait_expertise_statecraft" } leader_trait_type = veteran inline_script = { script = trait/icon_society CLASS = scientist ICON = "GFX_leader_trait_expertise_statecraft" RARITY = free_or_veteran COUNCIL = yes TIER = 2 } councilor_modifier = { category_statecraft_research_speed_mult = @expertise_tier_2_mult category_statecraft_draw_chance_mult = 0.35 } inline_script = { script = traits/technocracy_expertise_effects FIELD = society TIER = 2 } leader_class = { scientist } ai_weight = 100 } leader_trait_expertise_statecraft_3 = { replace_traits = { "leader_trait_expertise_statecraft_2" } leader_trait_type = veteran inline_script = { script = trait/icon_society CLASS = scientist ICON = "GFX_leader_trait_expertise_statecraft" RARITY = veteran COUNCIL = yes TIER = 3 } councilor_modifier = { category_statecraft_research_speed_mult = @expertise_tier_3_mult category_statecraft_draw_chance_mult = 0.75 } inline_script = { script = traits/technocracy_expertise_effects FIELD = society TIER = 3 } leader_potential_add = { has_paragon_dlc = yes } leader_class = { scientist } ai_weight = 100 } ################### leader_trait_expertise_biology = { # This is needed due to the technocracy effects force_councilor_trait = yes leader_trait_type = veteran inline_script = { script = trait/icon_society CLASS = scientist ICON = "GFX_leader_trait_expertise_biology" RARITY = free_or_veteran COUNCIL = yes TIER = 1 } councilor_modifier = { category_biology_research_speed_mult = @expertise_tier_1_mult category_biology_draw_chance_mult = 0.25 } inline_script = { script = traits/technocracy_expertise_effects FIELD = society TIER = 1 } leader_potential_add = { is_specialist_researcher_society = no can_leader_get_council_trait_trigger = yes OR = { has_paragon_dlc = no has_trait = subclass_scientist_councilor } } leader_class = { scientist } ai_weight = 100 selectable_weight = { inline_script = paragon/subclass_free_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_expertise_biology_2 = { replace_traits = { "leader_trait_expertise_biology" } leader_trait_type = veteran inline_script = { script = trait/icon_society CLASS = scientist ICON = "GFX_leader_trait_expertise_biology" RARITY = free_or_veteran COUNCIL = yes TIER = 2 } councilor_modifier = { category_biology_research_speed_mult = @expertise_tier_2_mult category_biology_draw_chance_mult = 0.35 } inline_script = { script = traits/technocracy_expertise_effects FIELD = society TIER = 2 } leader_class = { scientist } ai_weight = 100 } leader_trait_expertise_biology_3 = { replace_traits = { "leader_trait_expertise_biology_2" } leader_trait_type = veteran inline_script = { script = trait/icon_society CLASS = scientist ICON = "GFX_leader_trait_expertise_biology" RARITY = free_or_veteran COUNCIL = yes TIER = 3 } councilor_modifier = { category_biology_research_speed_mult = @expertise_tier_3_mult category_biology_draw_chance_mult = 0.75 } inline_script = { script = traits/technocracy_expertise_effects FIELD = society TIER = 3 } leader_potential_add = { has_paragon_dlc = yes } leader_class = { scientist } ai_weight = 100 } ################### leader_trait_expertise_military_theory = { # This is needed due to the technocracy effects force_councilor_trait = yes leader_trait_type = veteran inline_script = { script = trait/icon_society CLASS = scientist ICON = "GFX_leader_trait_expertise_military_theory" RARITY = free_or_veteran COUNCIL = yes TIER = 1 } councilor_modifier = { category_military_theory_research_speed_mult = @expertise_tier_1_mult category_military_theory_draw_chance_mult = 0.25 } inline_script = { script = traits/technocracy_expertise_effects FIELD = society TIER = 1 } leader_potential_add = { is_specialist_researcher_society = no can_leader_get_council_trait_trigger = yes OR = { has_paragon_dlc = no has_trait = subclass_scientist_councilor } } leader_class = { scientist } ai_weight = 100 selectable_weight = { inline_script = paragon/subclass_free_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_expertise_military_theory_2 = { replace_traits = { "leader_trait_expertise_military_theory" } leader_trait_type = veteran inline_script = { script = trait/icon_society CLASS = scientist ICON = "GFX_leader_trait_expertise_military_theory" RARITY = free_or_veteran COUNCIL = yes TIER = 2 } councilor_modifier = { category_military_theory_research_speed_mult = @expertise_tier_2_mult category_military_theory_draw_chance_mult = 0.35 } inline_script = { script = traits/technocracy_expertise_effects FIELD = society TIER = 2 } leader_class = { scientist } ai_weight = 100 } leader_trait_expertise_military_theory_3 = { replace_traits = { "leader_trait_expertise_military_theory_2" } leader_trait_type = veteran inline_script = { script = trait/icon_society CLASS = scientist ICON = "GFX_leader_trait_expertise_military_theory" RARITY = veteran COUNCIL = yes TIER = 3 } councilor_modifier = { category_military_theory_research_speed_mult = @expertise_tier_3_mult category_military_theory_draw_chance_mult = 0.75 } inline_script = { script = traits/technocracy_expertise_effects FIELD = society TIER = 3 } leader_potential_add = { has_paragon_dlc = yes } leader_class = { scientist } ai_weight = 100 } ################### leader_trait_expertise_archaeostudies = { # This is needed due to the technocracy effects force_councilor_trait = yes leader_trait_type = veteran inline_script = { script = trait/icon_society CLASS = scientist ICON = "GFX_leader_trait_expertise_archaeostudies" RARITY = free_or_veteran COUNCIL = yes TIER = 1 } councilor_modifier = { category_archaeostudies_research_speed_mult = @expertise_tier_1_mult category_archaeostudies_draw_chance_mult = 0.15 starbase_shipyard_build_minor_artifacts_cost_mult = -0.05 } triggered_planet_modifier = { potential = { exists = owner owner = { has_valid_civic = civic_technocracy } } planet_jobs_minor_artifacts_produces_mult = 0.10 } triggered_sector_modifier = { potential = { exists = owner owner = { has_valid_civic = civic_technocracy } } planet_jobs_minor_artifacts_produces_mult = 0.05 } leader_potential_add = { is_specialist_researcher_society = no can_leader_get_council_trait_trigger = yes OR = { has_paragon_dlc = no has_trait = subclass_scientist_councilor } has_ancrel = yes exists = owner owner = { OR = { has_origin = origin_remnants has_ascension_perk = ap_archaeoengineers any_system_within_border = { any_archaeological_site = { is_site_completed = yes } } any_owned_planet = { has_active_building = building_archaeostudies_faculty } } } } leader_class = { scientist } ai_weight = { weight = 100 modifier = { factor = 0.3 owner = { num_buildings = { type = building_archaeostudies_faculty value < 1 disabled = no in_construction = no } } } } selectable_weight = { inline_script = paragon/subclass_free_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_expertise_archaeostudies_2 = { replace_traits = { "leader_trait_expertise_archaeostudies" } leader_trait_type = veteran inline_script = { script = trait/icon_society CLASS = scientist ICON = "GFX_leader_trait_expertise_archaeostudies" RARITY = free_or_veteran COUNCIL = yes TIER = 2 } councilor_modifier = { category_archaeostudies_research_speed_mult = @expertise_tier_2_mult category_archaeostudies_draw_chance_mult = 0.20 starbase_shipyard_build_minor_artifacts_cost_mult = -0.075 } triggered_planet_modifier = { potential = { exists = owner owner = { has_valid_civic = civic_technocracy } } planet_jobs_minor_artifacts_produces_mult = 0.20 } triggered_sector_modifier = { potential = { exists = owner owner = { has_valid_civic = civic_technocracy } } planet_jobs_minor_artifacts_produces_mult = 0.10 } leader_class = { scientist } ai_weight = { weight = 100 modifier = { factor = 0.3 owner = { num_buildings = { type = building_archaeostudies_faculty value < 1 disabled = no in_construction = no } } } } } leader_trait_expertise_archaeostudies_3 = { replace_traits = { "leader_trait_expertise_archaeostudies_2" } leader_trait_type = veteran inline_script = { script = trait/icon_society CLASS = scientist ICON = "GFX_leader_trait_expertise_archaeostudies" RARITY = veteran COUNCIL = yes TIER = 3 } councilor_modifier = { category_archaeostudies_research_speed_mult = @expertise_tier_3_mult category_archaeostudies_draw_chance_mult = 0.35 starbase_shipyard_build_minor_artifacts_cost_mult = -0.10 } triggered_planet_modifier = { potential = { exists = owner owner = { has_valid_civic = civic_technocracy } } planet_jobs_minor_artifacts_produces_mult = 0.30 } triggered_sector_modifier = { potential = { exists = owner owner = { has_valid_civic = civic_technocracy } } planet_jobs_minor_artifacts_produces_mult = 0.15 } leader_potential_add = { has_paragon_dlc = yes } leader_class = { scientist } ai_weight = { weight = 100 modifier = { factor = 0.3 owner = { num_buildings = { type = building_archaeostudies_faculty value < 1 disabled = no in_construction = no } } } } } ################### # DESTINY TRAITS # ################### leader_trait_surveyor = { leader_trait_type = destiny inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_surveyor" 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 } planet_modifier = { planet_technician_physics_research_produces_add = @trait_surveyor_amt planet_farmers_society_research_produces_add = @trait_surveyor_amt planet_miners_engineering_research_produces_add = @trait_surveyor_amt } sector_modifier = { planet_technician_physics_research_produces_add = @trait_surveyor_sector_amt planet_farmers_society_research_produces_add = @trait_surveyor_sector_amt planet_miners_engineering_research_produces_add = @trait_surveyor_sector_amt } leader_class = { commander scientist } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/governor_weight_mult } background_icon = "GFX_leader_background_destiny_1" } leader_trait_midas_touch = { leader_trait_type = destiny inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_mindfulness" RARITY = paragon COUNCIL = no TIER = none } on_gained_effect = { owner = { country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait } } # Additional trait effects in paragon_2.2003 modifier = { ship_anomaly_research_speed_mult = 0.25 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_scientist_scholar } custom_tooltip_with_modifiers = leader_trait_midas_touch_effect leader_class = { scientist } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/pilot_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = scientist_scholar } } background_icon = "GFX_leader_background_destiny_1" } ################### leader_trait_collective_wisdom = { leader_trait_type = destiny inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_collective_wisdom" RARITY = paragon COUNCIL = no TIER = none } on_gained_effect = { owner = { country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait } } leader_potential_add = { OR = { has_paragon_dlc = no has_trait = subclass_scientist_scholar } } modifier = { ship_archaeological_site_excavation_speed_mult = -0.15 } triggered_self_modifier = { potential = { is_currently_excavating_site = yes } leader_scientists_society_research_produces_add = @trait_collective_wisdom_soc_amt } triggered_self_modifier = { potential = { has_ancrel = yes is_currently_excavating_site = yes } leader_scientists_minor_artifacts_produces_add = @trait_collective_wisdom_ma_amt } triggered_desc = { trigger = { has_ancrel = no is_currently_excavating_site = no } text = leader_trait_collective_wisdom_effect } triggered_desc = { trigger = { has_ancrel = yes is_currently_excavating_site = no } text = leader_trait_collective_wisdom_ancrel_effect } leader_class = { scientist } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/pilot_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = scientist_scholar } } background_icon = "GFX_leader_background_destiny_1" } leader_trait_knowledge_for_the_masses = { leader_trait_type = destiny ethic_destiny_trait = yes inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_knowledge_for_the_masses" RARITY = paragon COUNCIL = yes TIER = none } on_gained_effect = { owner = { country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait } } councilor_modifier = { species_leader_exp_gain = 0.25 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_scientist_councilor } leader_class = { scientist } ai_weight = 100 selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/council_weight_mult } background_icon = "GFX_leader_background_destiny_1" } leader_trait_robotist = { leader_trait_type = destiny ethic_destiny_trait = yes inline_script = { script = trait/icon CLASS = leader ICON = "GFX_leader_trait_robotist" 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 OR = { has_trait = subclass_scientist_governor has_trait = subclass_official_governor has_trait = subclass_commander_governor } exists = owner owner = { OR = { has_technology = tech_robotic_workers has_cybernetic_ascension = yes is_individual_machine = yes } } } planet_modifier = { robotic_pop_bonus_workforce_mult = 0.2 planet_pops_robotics_upkeep_mult = -0.2 cyborg_pop_bonus_workforce_mult = 0.2 planet_pops_cyborgs_upkeep_mult = -0.2 } sector_modifier = { robotic_pop_bonus_workforce_mult = 0.1 planet_pops_robotics_upkeep_mult = -0.1 cyborg_pop_bonus_workforce_mult = 0.1 planet_pops_cyborgs_upkeep_mult = -0.1 } 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_synthetic_ascension = yes is_individual_machine = yes } } factor = 2 } } background_icon = "GFX_leader_background_destiny_1" } leader_trait_great_researcher = { leader_trait_type = destiny inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_experimenter" RARITY = paragon COUNCIL = yes TIER = none } on_gained_effect = { owner = { country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait } } councilor_modifier = { all_technology_research_speed = 0.10 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_scientist_councilor } leader_class = { scientist } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/council_weight_mult } background_icon = "GFX_leader_background_destiny_1" } leader_trait_xeno_cataloger = { leader_trait_type = destiny inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_generator_focus" RARITY = paragon COUNCIL = no TIER = none } on_gained_effect = { owner = { country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait } } modifier = { science_ship_survey_speed = 0.50 ship_speed_mult = 0.50 ship_anomaly_generation_chance_mult = 0.15 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_scientist_explorer } leader_class = { scientist } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/pilot_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = scientist_explorer } } background_icon = "GFX_leader_background_destiny_1" } leader_trait_frontier_adventurer = { leader_trait_type = destiny inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_frontier_adventurer" RARITY = paragon COUNCIL = no TIER = none } on_gained_effect = { owner = { country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait } } inline_script = { script = paragon/leader_resource_produces RESOURCE = minor_artifacts AMOUNT = 1 } modifier = { science_ship_survey_speed = 0.25 ship_speed_mult = 0.25 ship_evasion_add = 15 } leader_potential_add = { has_paragon_dlc = yes has_ancrel = yes has_trait = subclass_scientist_explorer } leader_class = { scientist } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/pilot_weight_mult inline_script = { script = paragon/subclass_weight_mult SUBCLASS = scientist_explorer } } background_icon = "GFX_leader_background_destiny_1" } leader_trait_brilliant_shipwright = { leader_trait_type = destiny inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_brilliant_shipwright" RARITY = paragon COUNCIL = yes TIER = none } on_gained_effect = { owner = { country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait } } councilor_modifier = { category_voidcraft_draw_chance_mult = 1 category_voidcraft_research_speed_mult = 0.15 starbase_shipyard_build_speed_mult = 0.33 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_scientist_councilor } leader_class = { scientist } selectable_weight = { weight = @subclass_trait_weight inline_script = paragon/council_weight_mult } background_icon = "GFX_leader_background_destiny_1" } leader_trait_truth_seeker = { leader_trait_type = destiny inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_truth_seeker" 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 pop_job_amenities_mult = 0.20 pop_ethic_spiritualist_attraction_mult = 0.50 } sector_modifier = { psionic_pop_bonus_workforce_mult = 0.125 pop_job_amenities_mult = 0.10 pop_ethic_spiritualist_attraction_mult = 0.25 } leader_potential_add = { has_paragon_dlc = yes has_trait = subclass_scientist_governor } leader_class = { scientist } 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" } ################### # NEGATIVE TRAITS # ################### leader_trait_paranoid = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_paranoid" COUNCIL = yes TIER = 1 } councilor_modifier = { all_technology_research_speed = -0.05 } leader_class = { scientist } opposites = { leader_trait_spark_of_genius leader_trait_spark_of_genius_2 leader_trait_maniacal leader_trait_maniacal_2 leader_trait_maniacal_3 } selectable_weight = { weight = @class_negative_trait_weight inline_script = paragon/council_weight_mult } } leader_trait_paranoid_2 = { leader_trait_type = negative replace_traits = { "leader_trait_paranoid" } inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_paranoid" COUNCIL = yes TIER = 2 } councilor_modifier = { all_technology_research_speed = -0.10 } leader_class = { scientist } opposites = { leader_trait_spark_of_genius leader_trait_spark_of_genius_2 leader_trait_maniacal leader_trait_maniacal_2 leader_trait_maniacal_3 } selectable_weight = @tier2_negative_trait_weight } ################### leader_trait_narrow_minded = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_narrow_minded" COUNCIL = yes TIER = 1 } councilor_modifier = { # Consider changing to reduced chance to draw Rare tech. all_technology_research_speed = -0.05 } leader_class = { scientist } opposites = { leader_trait_inquisitive leader_trait_inquisitive_2 leader_trait_inquisitive_3 } selectable_weight = { weight = @class_negative_trait_weight inline_script = paragon/council_weight_mult modifier = { species = { has_trait = trait_slow_learners } factor = @species_trait_weight_mult } } } leader_trait_narrow_minded_2 = { leader_trait_type = negative replace_traits = { "leader_trait_narrow_minded" } inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_narrow_minded" COUNCIL = yes TIER = 2 } councilor_modifier = { all_technology_research_speed = -0.05 num_tech_alternatives_add = -1 } leader_class = { scientist } opposites = { leader_trait_inquisitive leader_trait_inquisitive_2 leader_trait_inquisitive_3 } selectable_weight = @tier2_negative_trait_weight } ################### leader_trait_neurotic = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_neurotic" COUNCIL = no TIER = 1 } modifier = { science_ship_survey_speed = -0.05 ship_anomaly_research_speed_mult = -0.05 } leader_class = { scientist } opposites = { leader_trait_carefree leader_trait_carefree_2 leader_trait_roamer leader_trait_roamer_2 } selectable_weight = { weight = @class_negative_trait_weight inline_script = paragon/pilot_weight_mult } } leader_trait_neurotic_2 = { leader_trait_type = negative replace_traits = { "leader_trait_neurotic" } inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_neurotic" COUNCIL = no TIER = 2 } modifier = { science_ship_survey_speed = -0.20 ship_anomaly_research_speed_mult = -0.20 } leader_class = { scientist } opposites = { leader_trait_carefree leader_trait_carefree_2 leader_trait_roamer leader_trait_roamer_2 } selectable_weight = @tier2_negative_trait_weight } ################### leader_trait_opinionated = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_opinionated" COUNCIL = no TIER = 1 } planet_modifier = { planet_jobs_physics_research_produces_mult = -0.05 planet_jobs_society_research_produces_mult = -0.05 planet_jobs_engineering_research_produces_mult = -0.05 } sector_modifier = { planet_jobs_physics_research_produces_mult = -0.025 planet_jobs_society_research_produces_mult = -0.025 planet_jobs_engineering_research_produces_mult = -0.025 } leader_class = { scientist } opposites = { leader_trait_collaborator leader_trait_collaborator_2 leader_trait_collaborator_3 } selectable_weight = { weight = @class_negative_trait_weight inline_script = paragon/governor_weight_mult modifier = { species = { OR = { has_trait = trait_quarrelsome has_trait = trait_robot_quarrelsome } } factor = @species_trait_weight_mult } } } leader_trait_opinionated_2 = { leader_trait_type = negative replace_traits = { "leader_trait_opinionated" } inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_opinionated" COUNCIL = no TIER = 2 } planet_modifier = { planet_jobs_physics_research_produces_mult = -0.075 planet_jobs_society_research_produces_mult = -0.075 planet_jobs_engineering_research_produces_mult = -0.075 } sector_modifier = { planet_jobs_physics_research_produces_mult = -0.0375 planet_jobs_society_research_produces_mult = -0.0375 planet_jobs_engineering_research_produces_mult = -0.0375 } leader_class = { scientist } opposites = { leader_trait_collaborator leader_trait_collaborator_2 leader_trait_collaborator_3 } selectable_weight = @tier2_negative_trait_weight } ################### leader_trait_destructive = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_destructive" COUNCIL = no TIER = 1 } inline_script = { script = paragon/leader_resource_upkeep RESOURCE = alloys AMOUNT = 5 } leader_class = { scientist official commander } selectable_weight = { weight = @class_negative_trait_weight modifier = { species = { OR = { has_trait = trait_deviants has_trait = trait_robot_deviants } } factor = @species_trait_weight_mult } } } leader_trait_destructive_2 = { leader_trait_type = negative replace_traits = { "leader_trait_destructive" } inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_destructive" COUNCIL = no TIER = 2 } inline_script = { script = paragon/leader_resource_upkeep RESOURCE = alloys AMOUNT = 10 } leader_class = { scientist official commander } selectable_weight = @tier2_negative_trait_weight } ################## # SPECIAL TRAITS # ################## leader_trait_towel = { cost = 0 inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_scroll" RARITY = common COUNCIL = no TIER = none } modifier = { science_ship_survey_speed = 0.42 } leader_class = { scientist } initial = no randomized = no ai_weight = 100 } leader_trait_percussive_maintainer = { cost = 0 inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_percussive_maintenance" RARITY = common COUNCIL = yes TIER = none } councilor_modifier = { category_computing_research_speed_mult = 0.1 ship_archaeological_site_excavation_speed_mult = 0.1 species_leader_exp_gain = -0.1 } leader_class = { scientist } initial = no randomized = no ai_weight = 100 } leader_trait_guided = { cost = 0 inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_guided" RARITY = common COUNCIL = no TIER = none } modifier = { science_ship_survey_speed = 0.2 ship_anomaly_research_speed_mult = 0.1 ship_anomaly_generation_chance_mult = 0.05 } leader_class = { scientist } initial = no randomized = no ai_weight = 100 }