# All leaders will have a common trait-point value set in defines, which they use to grab traits # initial = no - if set to no, this trait can not be granted to leaders when they are generated # leader_class = { commander scientist } -- OR - if not set, it can be given to all leader-types except Rulers # requires_traits = { trait_psionic } -- AND - leader-trait can only be randomly given on generation if the leaders species has this trait # requires_governments = { despotic_hegemony ai_overlordship } -- OR - leader-trait can only be randomly given on generation if the Empire has this type of government form # prerequisites = { tech_psionic_theory } - AND - leader-trait can only be given if the technology specified has been researched by the Empire ############################ # Generic Leader Traits # # (Available For Everyone) # ############################ leader_trait_traumatized = { leader_trait_type = negative inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_traumatized" COUNCIL = no TIER = 1 } modifier = { ship_anomaly_research_speed_mult = -0.10 ship_archaeological_site_excavation_speed_mult = -0.30 } triggered_modifier = { potential = { has_astral_planes_dlc = yes } country_astral_rift_speed_mult = -0.30 } leader_class = { scientist } initial = no randomized = no } leader_trait_traumatized_2 = { leader_trait_type = negative replace_traits = { "leader_trait_traumatized" } inline_script = { script = trait/icon_negative ICON = "GFX_leader_trait_traumatized" COUNCIL = no TIER = 2 } modifier = { ship_anomaly_research_speed_mult = -0.20 ship_archaeological_site_excavation_speed_mult = -1.00 } triggered_modifier = { potential = { has_astral_planes_dlc = yes } country_astral_rift_speed_mult = -1 } leader_class = { scientist } selectable_weight = @tier2_negative_trait_weight } leader_trait_maimed = { leader_trait_type = negative inline_script = { script = trait/icon_negative_no_tiers ICON = "GFX_leader_trait_maimed" COUNCIL = no } self_modifier = { leader_lifespan_add = -40 } leader_class = { scientist } initial = no randomized = no } leader_trait_inspired_archaeologist = { inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_inspired" RARITY = common COUNCIL = no TIER = none } self_modifier = { species_leader_exp_gain = 0.20 } modifier = { ship_archaeological_site_excavation_speed_mult = 0.30 } leader_class = { scientist } initial = no randomized = no } leader_trait_inspired_researcher = { inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_inspired" RARITY = common COUNCIL = yes TIER = none } self_modifier = { species_leader_exp_gain = 0.20 } councilor_modifier = { all_technology_research_speed = 0.05 } leader_class = { scientist } initial = no randomized = no } leader_trait_inspired_surveyor = { inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_inspired" RARITY = common COUNCIL = no TIER = none } self_modifier = { species_leader_exp_gain = 0.20 } modifier = { ship_anomaly_research_speed_mult = 0.10 } leader_class = { scientist } initial = no randomized = no } ####################### # Event Leader Traits # ####################### leader_trait_governor_oracle = { inline_script = { script = trait/icon CLASS = official ICON = "GFX_leader_trait_oracle" RARITY = common COUNCIL = no TIER = none } immortal_leaders = yes planet_modifier = { planet_stability_add = 5 pop_happiness = -0.10 } triggered_planet_modifier = { potential = { trait_is_gestalt_check = no } planet_jobs_specialist_produces_mult = 0.10 planet_crime_add = -45 } triggered_planet_modifier = { potential = { trait_is_gestalt_check = yes } planet_crime_no_happiness_add = -45 } triggered_planet_modifier = { potential = { trait_is_gestalt_check = yes trait_is_wilderness_check = no } planet_jobs_complex_drone_produces_mult = 0.10 } sector_modifier = { planet_stability_add = 2 pop_happiness = -0.05 } triggered_sector_modifier = { potential = { trait_is_gestalt_check = no } planet_jobs_specialist_produces_mult = 0.05 planet_crime_add = -22.5 } triggered_sector_modifier = { potential = { trait_is_gestalt_check = yes } planet_crime_no_happiness_add = -22.5 } triggered_sector_modifier = { potential = { trait_is_gestalt_check = yes trait_is_wilderness_check = no } planet_jobs_complex_drone_produces_mult = 0.05 } leader_class = { official } initial = no randomized = no }