# ---------------------------------------- # Overlord Specialist Empire Leader Traits # ---------------------------------------- leader_trait_bulwark_watcher = { cost = 0 inline_script = { script = trait/icon_specialist CLASS = commander ICON = "GFX_leader_trait_bulwark_watcher" RARITY = common COUNCIL = no TIER = none } fleet_modifier = { ship_friendly_territory_evasion_mult = 0.15 ship_friendly_territory_tracking_mult = 0.15 ship_sensor_range_add = 1 } leader_class = { commander } initial = no randomized = no } leader_trait_bulwark_retaliator = { cost = 0 inline_script = { script = trait/icon_specialist CLASS = commander ICON = "GFX_leader_trait_bulwark_retaliator" RARITY = common COUNCIL = no TIER = none } fleet_modifier = { ship_friendly_territory_fire_rate_mult = 0.3 } leader_class = { commander } initial = no randomized = no } leader_trait_bulwark_sentinel = { cost = 0 inline_script = { script = trait/icon_specialist CLASS = commander ICON = "GFX_leader_trait_bulwark_sentinel" RARITY = common COUNCIL = no TIER = none } fleet_modifier = { ship_friendly_territory_shield_mult = 0.3 } leader_class = { commander } initial = no randomized = no } leader_trait_scholarium_investigator = { cost = 0 inline_script = { script = trait/icon_specialist CLASS = scientist ICON = "GFX_leader_trait_scholarium_investigator" RARITY = common COUNCIL = no TIER = none } planet_modifier = { planet_jobs_physics_research_produces_mult = 0.25 planet_jobs_society_research_produces_mult = 0.25 planet_jobs_engineering_research_produces_mult = 0.25 } sector_modifier = { planet_jobs_physics_research_produces_mult = 0.125 planet_jobs_society_research_produces_mult = 0.125 planet_jobs_engineering_research_produces_mult = 0.125 } leader_class = { scientist } initial = no randomized = no } leader_trait_scholarium_explorer = { cost = 0 inline_script = { script = trait/icon_specialist CLASS = scientist ICON = "GFX_leader_trait_scholarium_explorer" RARITY = common COUNCIL = no TIER = none } modifier = { science_ship_survey_speed = 0.2 } leader_class = { scientist } initial = no randomized = no } leader_trait_scholarium_observer = { cost = 0 inline_script = { script = trait/icon_specialist CLASS = scientist ICON = "GFX_leader_trait_scholarium_observer" RARITY = common COUNCIL = no TIER = none } modifier = { ship_anomaly_research_speed_mult = 0.25 ship_anomaly_generation_chance_mult = 0.05 } leader_class = { scientist } initial = no randomized = no } leader_trait_prospectorium_extractor = { cost = 0 inline_script = { script = trait/icon_specialist CLASS = official ICON = "GFX_leader_trait_prospectorium_extractor" RARITY = common COUNCIL = no TIER = none } planet_modifier = { planet_jobs_energy_produces_mult = 0.2 planet_jobs_minerals_produces_mult = 0.2 planet_jobs_alloys_produces_mult = 0.2 } sector_modifier = { planet_jobs_energy_produces_mult = 0.1 planet_jobs_minerals_produces_mult = 0.1 planet_jobs_alloys_produces_mult = 0.1 } leader_class = { official } initial = no randomized = no } leader_trait_prospectorium_optimizer = { cost = 0 inline_script = { script = trait/icon_specialist CLASS = official ICON = "GFX_leader_trait_prospectorium_optimizer" RARITY = common COUNCIL = no TIER = none } planet_modifier = { planet_jobs_upkeep_mult = -0.15 } sector_modifier = { planet_jobs_upkeep_mult = -0.075 } leader_class = { official } initial = no randomized = no } leader_trait_prospectorium_refiner = { cost = 0 inline_script = { script = trait/icon_specialist CLASS = official ICON = "GFX_leader_trait_prospectorium_refiner" RARITY = common COUNCIL = no TIER = none } planet_modifier = { planet_jobs_volatile_motes_produces_mult = 0.25 planet_jobs_exotic_gases_produces_mult = 0.25 planet_jobs_rare_crystals_produces_mult = 0.25 } sector_modifier = { planet_jobs_volatile_motes_produces_mult = 0.125 planet_jobs_exotic_gases_produces_mult = 0.125 planet_jobs_rare_crystals_produces_mult = 0.125 } leader_class = { official } initial = no randomized = no } # Shroud Tunnel - Mind Wipe Traits # #Non-Gestalt Traits leader_trait_admiral_mind_wipe_01 = { cost = 0 inline_script = { script = trait/icon_psionic CLASS = commander ICON = "GFX_leader_trait_mind_wipe" RARITY = common COUNCIL = no TIER = none } fleet_modifier = { ship_evasion_mult = 0.2 ship_tracking_mult = 0.2 ships_upkeep_mult = 0.2 } leader_class = { commander } initial = no randomized = no } leader_trait_admiral_mind_wipe_02 = { cost = 0 inline_script = { script = trait/icon_psionic CLASS = commander ICON = "GFX_leader_trait_mind_wipe" RARITY = common COUNCIL = no TIER = none } fleet_modifier = { ship_fire_rate_mult = 0.1 ship_weapon_range_mult = 0.1 ships_upkeep_mult = 0.1 } leader_class = { commander } initial = no randomized = no } leader_trait_general_mind_wipe_01 = { cost = 0 inline_script = { script = trait/icon_psionic CLASS = commander ICON = "GFX_leader_trait_mind_wipe" RARITY = common COUNCIL = no TIER = none } army_modifier = { army_damage_mult = 0.25 army_collateral_damage_mult = 0.1 army_morale = -0.1 } leader_class = { commander } initial = no randomized = no } leader_trait_general_mind_wipe_02 = { cost = 0 inline_script = { script = trait/icon_psionic CLASS = commander ICON = "GFX_leader_trait_mind_wipe" RARITY = common COUNCIL = no TIER = none } army_modifier = { army_disengage_chance_mult = 0.20 army_morale = 0.1 armies_upkeep_mult = 0.15 } leader_class = { commander } initial = no randomized = no } leader_trait_scientist_mind_wipe_01 = { cost = 0 inline_script = { script = trait/icon_psionic CLASS = scientist ICON = "GFX_leader_trait_mind_wipe" RARITY = common COUNCIL = yes TIER = none } councilor_modifier = { all_technology_research_speed = 0.10 category_psionics_research_speed_mult = 0.25 } leader_class = { scientist } initial = no randomized = no } leader_trait_scientist_mind_wipe_02 = { cost = 0 inline_script = { script = trait/icon_psionic CLASS = scientist ICON = "GFX_leader_trait_mind_wipe" RARITY = common COUNCIL = no TIER = none } modifier = { ship_archaeological_site_excavation_speed_mult = 0.2 ship_archaeological_site_clues_add = 1 } leader_class = { scientist } initial = no randomized = no } leader_trait_ruler_mind_wipe_01 = { cost = 0 inline_script = { script = trait/icon_psionic CLASS = leader ICON = "GFX_leader_trait_mind_wipe" RARITY = common COUNCIL = yes TIER = none } councilor_modifier = { planet_structures_cost_mult = -0.15 empire_size_mult = 0.1 } leader_class = { commander official scientist } initial = no randomized = no } leader_trait_ruler_mind_wipe_02 = { cost = 0 inline_script = { script = trait/icon_psionic CLASS = leader ICON = "GFX_leader_trait_mind_wipe" RARITY = common COUNCIL = yes TIER = none } councilor_modifier = { ship_weapon_damage = 0.15 army_damage_mult = 0.15 empire_size_mult = 0.1 } leader_class = { commander official scientist } initial = no randomized = no } #Gestalt Traits gestalt_trait_commander_mind_wipe_01 = { cost = 0 inline_script = { script = trait/icon_psionic CLASS = commander ICON = "GFX_leader_trait_mind_wipe" RARITY = common COUNCIL = no TIER = none } fleet_modifier = { ship_evasion_mult = 0.2 ship_tracking_mult = 0.2 ships_upkeep_mult = 0.2 } leader_class = { commander } initial = no randomized = no } gestalt_trait_commander_mind_wipe_02 = { cost = 0 inline_script = { script = trait/icon_psionic CLASS = commander ICON = "GFX_leader_trait_mind_wipe" RARITY = common COUNCIL = no TIER = none } fleet_modifier = { ship_fire_rate_mult = 0.1 ship_weapon_range_mult = 0.1 ships_upkeep_mult = 0.1 } leader_class = { commander } initial = no randomized = no } gestalt_trait_general_mind_wipe_01 = { cost = 0 inline_script = { script = trait/icon_psionic CLASS = commander ICON = "GFX_leader_trait_mind_wipe" RARITY = common COUNCIL = no TIER = none } army_modifier = { army_damage_mult = 0.25 army_collateral_damage_mult = 0.1 army_morale = -0.1 } leader_class = { commander } initial = no randomized = no } gestalt_trait_general_mind_wipe_02 = { cost = 0 inline_script = { script = trait/icon_psionic CLASS = commander ICON = "GFX_leader_trait_mind_wipe" RARITY = common COUNCIL = no TIER = none } army_modifier = { army_disengage_chance_mult = 0.20 army_morale = 0.1 armies_upkeep_mult = 0.15 } leader_class = { commander } initial = no randomized = no } # gestalt_trait_scientist_mind_wipe_01 = { # cost = 0 # inline_script = { # script = trait/icon_psionic # CLASS = scientist # ICON = "GFX_leader_trait_mind_wipe" # RARITY = common # COUNCIL = no # TIER = none # } # modifier = { # all_technology_research_speed = 0.10 # category_psionics_research_speed_mult = 0.25 # science_ship_survey_speed = -0.2 # } # leader_class = { scientist } # initial = no # randomized = no # } gestalt_trait_scientist_mind_wipe_02 = { cost = 0 inline_script = { script = trait/icon_psionic CLASS = scientist ICON = "GFX_leader_trait_mind_wipe" RARITY = common COUNCIL = no TIER = none } modifier = { science_ship_survey_speed = -0.25 ship_archaeological_site_excavation_speed_mult = 0.2 ship_archaeological_site_clues_add = 1 } leader_class = { scientist } initial = no randomized = no } gestalt_trait_ruler_mind_wipe_01 = { cost = 0 inline_script = { script = trait/icon_psionic CLASS = leader ICON = "GFX_leader_trait_mind_wipe" RARITY = common COUNCIL = yes TIER = none } councilor_modifier = { planet_structures_cost_mult = -0.15 empire_size_mult = 0.1 } leader_class = { commander official scientist } initial = no randomized = no } gestalt_trait_ruler_mind_wipe_02 = { cost = 0 inline_script = { script = trait/icon_psionic CLASS = leader ICON = "GFX_leader_trait_mind_wipe" RARITY = common COUNCIL = yes TIER = none } councilor_modifier = { ship_weapon_damage = 0.15 army_damage_mult = 0.15 empire_size_mult = 0.1 } leader_class = { commander official scientist } initial = no randomized = no }