########################### # Treasure Hunters Traits # ########################### leader_trait_buccaneer = { starting_ruler_trait = yes allowed_origins = { origin_treasure_hunters } cost = 1 inline_script = { script = trait/icon ICON = "GFX_leader_trait_buccaneer" RARITY = common COUNCIL = yes TIER = 1 } councilor_modifier = { enemy_ship_destroyed_energy_add = 25 } leader_class = { official commander scientist } initial = no randomized = no } leader_trait_buccaneer_2 = { replace_traits = { "leader_trait_buccaneer" } inline_script = { script = trait/icon ICON = "GFX_leader_trait_buccaneer" RARITY = common COUNCIL = yes TIER = 2 } councilor_modifier = { enemy_ship_destroyed_energy_add = 50 } leader_class = { official commander scientist } initial = no } leader_trait_buccaneer_3 = { replace_traits = { "leader_trait_buccaneer_2" } inline_script = { script = trait/icon ICON = "GFX_leader_trait_buccaneer" RARITY = common COUNCIL = yes TIER = 3 } councilor_modifier = { enemy_ship_destroyed_energy_add = 75 } leader_class = { official commander scientist } initial = no } leader_trait_trailblazer = { starting_ruler_trait = yes allowed_origins = { origin_treasure_hunters } cost = 1 inline_script = { script = trait/icon ICON = "GFX_leader_trait_trailblazer" RARITY = common COUNCIL = yes TIER = 1 } councilor_modifier = { ship_sensor_range_add = 1 ship_hyperlane_range_add = 1 ship_speed_mult = 0.1 } leader_class = { official commander scientist } initial = no randomized = no } leader_trait_trailblazer_2 = { replace_traits = { "leader_trait_trailblazer" } inline_script = { script = trait/icon ICON = "GFX_leader_trait_trailblazer" RARITY = common COUNCIL = yes TIER = 2 } councilor_modifier = { ship_sensor_range_add = 2 ship_hyperlane_range_add = 2 ship_speed_mult = 0.2 } leader_class = { official commander scientist } initial = no } leader_trait_trailblazer_3 = { replace_traits = { "leader_trait_trailblazer_2" } inline_script = { script = trait/icon ICON = "GFX_leader_trait_trailblazer" RARITY = common COUNCIL = yes TIER = 3 } councilor_modifier = { ship_sensor_range_add = 3 ship_hyperlane_range_add = 3 ship_speed_mult = 0.3 } leader_class = { official commander scientist } initial = no } leader_trait_treasure_hoarder = { starting_ruler_trait = yes allowed_origins = { origin_treasure_hunters } cost = 1 inline_script = { script = trait/icon ICON = "GFX_leader_trait_treasure_hoarder" RARITY = common COUNCIL = yes TIER = 1 } councilor_modifier = { deposit_increase_on_survey_chance_mult = 0.1 } leader_class = { official commander scientist } initial = no randomized = no } leader_trait_treasure_hoarder_2 = { replace_traits = { "leader_trait_treasure_hoarder" } inline_script = { script = trait/icon ICON = "GFX_leader_trait_treasure_hoarder" RARITY = common COUNCIL = yes TIER = 2 } councilor_modifier = { deposit_increase_on_survey_chance_mult = 0.2 } leader_class = { official commander scientist } initial = no } leader_trait_treasure_hoarder_3 = { replace_traits = { "leader_trait_treasure_hoarder_2" } inline_script = { script = trait/icon ICON = "GFX_leader_trait_treasure_hoarder" RARITY = common COUNCIL = yes TIER = 3 } councilor_modifier = { deposit_increase_on_survey_chance_mult = 0.3 } leader_class = { official commander scientist } initial = no } leader_trait_pirate_queen = { leader_trait_type = destiny inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_pirate_queen RARITY = paragon COUNCIL = no TIER = none } on_gained_effect = { owner = { country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait } } fleet_modifier = { ship_steal_defeated_ship_chance = 0.1 ship_weapon_damage = 0.15 } leader_class = { commander } leader_potential_add = { has_trait = subclass_commander_admiral } background_icon = GFX_leader_background_destiny_1 initial = no randomized = no } ######################### # Primal Calling Traits # ######################### leader_trait_trophy_hunter = { leader_trait_type = destiny inline_script = { script = trait/icon CLASS = commander ICON = GFX_leader_trait_trophy_hunter RARITY = paragon COUNCIL = no TIER = none } on_gained_effect = { owner = { country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait } } fleet_modifier = { ship_damage_against_space_fauna_mult = 0.3 ship_tracking_mult = 0.3 ship_accuracy_mult = 0.3 } leader_class = { commander } leader_potential_add = { has_trait = subclass_commander_admiral } background_icon = GFX_leader_background_destiny_1 initial = no randomized = no } leader_trait_gifted_trapper = { leader_trait_type = destiny inline_script = { script = trait/icon CLASS = scientist ICON = GFX_leader_trait_gifted_trapper RARITY = paragon COUNCIL = no TIER = none } on_gained_effect = { owner = { country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait } } modifier = { ship_capture_chance_add = 0.25 gravity_snare_cooldown_mult = -0.25 on_fauna_capture_scientist_exp_gain = @gravity_snare_experience_reward ship_speed_mult = 0.1 } leader_class = { scientist } leader_potential_add = { has_trait = subclass_scientist_explorer } background_icon = GFX_leader_background_destiny_1 initial = no randomized = no } leader_trait_void_hunter = { inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_void_hunter" RARITY = common COUNCIL = no TIER = 1 } fleet_modifier = { ship_damage_against_space_fauna_mult = 0.1 ship_speed_mult = 0.05 ship_weapon_range_mult = 0.05 } leader_potential_add = { has_grand_archive_dlc = yes exists = owner owner = { has_encountered_any_fauna = yes } } leader_class = { commander } selectable_weight = { weight = @shared_trait_weight inline_script = paragon/pilot_weight_mult } } leader_trait_void_hunter_2 = { replace_traits = { "leader_trait_void_hunter" } inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_void_hunter" RARITY = common COUNCIL = no TIER = 2 } fleet_modifier = { ship_damage_against_space_fauna_mult = 0.2 ship_speed_mult = 0.05 ship_weapon_range_mult = 0.15 } leader_class = { commander } } leader_trait_void_tracker = { inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_void_tracker" RARITY = common COUNCIL = no TIER = 1 } modifier = { gravity_snare_cost_mult = -0.1 gravity_snare_cooldown_mult = -0.1 ship_capture_chance_add = 0.1 ship_capture_amount_add = 1 } leader_potential_add = { has_grand_archive_dlc = yes exists = from FROM = { has_technology = tech_gravity_wells } } leader_class = { scientist } selectable_weight = { weight = @shared_trait_weight inline_script = paragon/pilot_weight_mult } } leader_trait_void_tracker_2 = { replace_traits = { "leader_trait_void_tracker" } inline_script = { script = trait/icon CLASS = scientist ICON = "GFX_leader_trait_void_tracker" RARITY = common COUNCIL = no TIER = 2 } modifier = { gravity_snare_cost_mult = -0.25 gravity_snare_cooldown_mult = -0.25 ship_capture_chance_add = 0.25 ship_capture_amount_add = 2 } leader_class = { scientist } } leader_trait_cutholoid_victim = { leader_trait_type = negative inline_script = { script = trait/icon_negative CLASS = leader ICON = "GFX_leader_trait_maimed" RARITY = common COUNCIL = yes TIER = none } self_modifier = { leader_lifespan_mult = -0.2 } triggered_councilor_modifier = { potential = { trait_is_gestalt_check = no } category_biology_research_speed_mult = 0.2 } leader_class = { scientist } initial = no randomized = no }