############# # COMMANDER # ############# @ai_selection_high = 5 @ai_selection_low = 0.1 subclass_commander_admiral = { custom_subtitle = commander_subclass leader_trait_type = subclass inline_script = { script = trait/icon_subclass SUBCLASS = commander_admiral COUNCIL = no } custom_tooltip_with_modifiers = admiral_subclass_tt modifier = { ship_weapon_damage = 0.05 ship_fire_rate_mult = 0.05 ship_disengage_chance_mult = 0.05 } leader_potential_add = { NAND = { owner = { has_civic = civic_distinguished_admiralty } is_heir = yes } } ai_weight = { modifier = { is_councilor = yes factor = @ai_selection_low } modifier = { is_councilor = no factor = @ai_selection_high } modifier = { exists = fleet NOT = { fleet = { is_ship_class = shipclass_transport } } factor = @ai_selection_high } modifier = { NOT = { exists = fleet } factor = @ai_selection_low } } leader_class = { commander } background_icon = "GFX_leader_subclass_commander_admiral_background" } subclass_commander_general = { custom_subtitle = commander_subclass leader_trait_type = subclass inline_script = { script = trait/icon_subclass SUBCLASS = commander_general COUNCIL = no } custom_tooltip_with_modifiers = general_subclass_tt fleet_modifier = { ship_damage_against_starbases_mult = 0.05 ship_orbital_bombardment_mult = 0.05 } army_modifier = { army_damage_mult = 0.05 } leader_potential_add = { trait_is_crisis_faction_check = no NAND = { owner = { has_civic = civic_distinguished_admiralty } is_heir = yes } } ai_weight = { modifier = { is_councilor = yes factor = @ai_selection_low } modifier = { is_councilor = no factor = @ai_selection_high } modifier = { OR = { AND = { exists = fleet fleet = { is_ship_class = shipclass_transport } } owner = { any_owned_army = { exists = leader leader = { is_same_value = root } } } } factor = @ai_selection_high } modifier = { NOT = { owner = { any_owned_army = { exists = leader leader = { is_same_value = root } } } } factor = @ai_selection_low } } leader_class = { commander } background_icon = "GFX_leader_subclass_commander_general_background" } subclass_commander_governor = { custom_subtitle = commander_subclass leader_trait_type = subclass inline_script = { script = trait/icon_subclass SUBCLASS = commander_governor COUNCIL = no } custom_tooltip_with_modifiers = governor_subclass_tt planet_modifier = { job_soldier_stability_add = 1 } sector_modifier = { job_soldier_stability_add = 0.5 } ai_weight = { modifier = { is_councilor = yes factor = @ai_selection_low } modifier = { is_councilor = no factor = @ai_selection_high } modifier = { exists = planet factor = @ai_selection_high } modifier = { NOT = { exists = planet } factor = @ai_selection_low } } leader_potential_add = { trait_is_crisis_faction_check = no } leader_class = { commander } background_icon = "GFX_leader_subclass_commander_governor_background" } subclass_commander_councilor = { custom_subtitle = councilor_subclass_commander leader_trait_type = subclass inline_script = { script = trait/icon_subclass SUBCLASS = commander_councilor COUNCIL = yes } custom_tooltip_with_modifiers = councilor_subclass_tt triggered_councilor_modifier = { potential = { exists = owner owner = { is_gestalt = no } } shipclass_military_build_speed_mult = 0.1 } leader_potential_add = { trait_is_crisis_faction_check = no NAND = { exists = owner owner = { is_gestalt = yes } } } ai_weight = { modifier = { is_councilor = yes factor = @ai_selection_high } modifier = { is_councilor = no factor = @ai_selection_low } } leader_class = { commander } background_icon = "GFX_leader_subclass_commander_councilor_background" } ############# # OFFICIAL # ############# subclass_official_delegate = { custom_subtitle = governor_subclass leader_trait_type = subclass inline_script = { script = trait/icon_subclass SUBCLASS = official_delegate COUNCIL = no } leader_class = { official } custom_tooltip_with_modifiers = delegate_subclass_tt federation_modifier = { cohesion_add = 0.5 } galcom_modifier = { diplo_weight_mult = 0.05 } ai_weight = { modifier = { is_councilor = yes factor = @ai_selection_low } modifier = { is_councilor = no factor = @ai_selection_high } modifier = { OR = { is_assigned_to_federation = yes is_assigned_to_galcom = yes } factor = @ai_selection_high } modifier = { OR = { is_assigned_to_federation = no is_assigned_to_galcom = no } factor = @ai_selection_low } } background_icon = "GFX_leader_subclass_official_delegate_background" } subclass_official_governor = { custom_subtitle = governor_subclass leader_trait_type = subclass inline_script = { script = trait/icon_subclass SUBCLASS = official_governor COUNCIL = no } custom_tooltip_with_modifiers = governor_subclass_tt planet_modifier = { planet_jobs_specialist_produces_mult = 0.05 pop_amenities_usage_mult = -0.1 } sector_modifier = { planet_jobs_specialist_produces_mult = 0.025 pop_amenities_usage_mult = -0.05 } leader_class = { official } ai_weight = { modifier = { is_councilor = yes factor = @ai_selection_low } modifier = { is_councilor = no factor = @ai_selection_high } modifier = { exists = planet factor = @ai_selection_high } modifier = { NOT = { exists = planet } factor = @ai_selection_low } } background_icon = "GFX_leader_subclass_official_governor_background" } subclass_official_diplomacy_councilor = { custom_subtitle = councilor_subclass_governor leader_trait_type = subclass inline_script = { script = trait/icon_subclass SUBCLASS = official_diplomacy_councilor COUNCIL = yes } custom_tooltip_with_modifiers = councilor_subclass_tt triggered_councilor_modifier = { potential = { exists = owner owner = { is_gestalt = no } } country_trust_growth = 0.05 } leader_potential_add = { NAND = { exists = owner owner = { is_gestalt = yes } } } ai_weight = { modifier = { is_councilor = yes factor = @ai_selection_high } modifier = { is_councilor = no factor = @ai_selection_low } } leader_class = { official } background_icon = "GFX_leader_subclass_official_diplomacy_councilor_background" } subclass_official_economy_councilor = { custom_subtitle = councilor_subclass_governor leader_trait_type = subclass inline_script = { script = trait/icon_subclass SUBCLASS = official_economy_councilor COUNCIL = yes } custom_tooltip_with_modifiers = councilor_subclass_tt triggered_councilor_modifier = { potential = { exists = owner owner = { is_gestalt = no } } planet_pops_upkeep_mult = -0.05 planet_jobs_trade_produces_mult = 0.05 } leader_potential_add = { NAND = { exists = owner owner = { is_gestalt = yes } } } ai_weight = { modifier = { is_councilor = yes factor = @ai_selection_high } modifier = { is_councilor = no factor = @ai_selection_low } } leader_class = { official } background_icon = "GFX_leader_subclass_official_economy_councilor_background" } ############# # SCIENTIST # ############# subclass_scientist_explorer = { custom_subtitle = scientist_subclass leader_trait_type = subclass inline_script = { script = trait/icon_subclass SUBCLASS = scientist_explorer COUNCIL = no } custom_tooltip_with_modifiers = explorer_subclass_tt modifier = { ship_sensor_range_add = 1 science_ship_survey_speed = 0.1 ship_anomaly_generation_chance_mult = 0.1 } ai_weight = { modifier = { is_councilor = yes factor = @ai_selection_low } modifier = { is_councilor = no factor = @ai_selection_high } modifier = { exists = fleet NOT = { fleet = { is_ship_class = shipclass_transport } } factor = @ai_selection_high } modifier = { NOT = { exists = fleet } factor = @ai_selection_low } } leader_class = { scientist } background_icon = "GFX_leader_subclass_scientist_explorer_background" } subclass_scientist_scholar = { custom_subtitle = scientist_subclass leader_trait_type = subclass inline_script = { script = trait/icon_subclass SUBCLASS = scientist_scholar COUNCIL = no } custom_tooltip_with_modifiers = scholar_subclass_tt modifier = { ship_anomaly_research_speed_mult = 0.1 ship_archaeological_site_excavation_speed_mult = 0.1 country_astral_rift_speed_mult = 0.1 } ai_weight = { modifier = { is_councilor = yes factor = @ai_selection_low } modifier = { is_councilor = no factor = @ai_selection_high } modifier = { exists = fleet NOT = { fleet = { is_ship_class = shipclass_transport } } factor = @ai_selection_high } modifier = { NOT = { exists = fleet } factor = @ai_selection_low } } leader_class = { scientist } background_icon = "GFX_leader_subclass_scientist_scholar_background" } subclass_scientist_governor = { custom_subtitle = scientist_subclass leader_trait_type = subclass inline_script = { script = trait/icon_subclass SUBCLASS = scientist_governor COUNCIL = no } custom_tooltip_with_modifiers = governor_subclass_tt 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 } ai_weight = { modifier = { is_councilor = yes factor = @ai_selection_low } modifier = { is_councilor = no factor = @ai_selection_high } modifier = { exists = planet factor = @ai_selection_high } modifier = { NOT = { exists = planet } factor = @ai_selection_low } } leader_class = { scientist } background_icon = "GFX_leader_subclass_scientist_governor_background" } subclass_scientist_councilor = { custom_subtitle = councilor_subclass_scientist leader_trait_type = subclass inline_script = { script = trait/icon_subclass SUBCLASS = scientist_councilor COUNCIL = yes } custom_tooltip_with_modifiers = councilor_subclass_tt triggered_councilor_modifier = { potential = { exists = owner owner = { is_gestalt = no } } all_technology_research_speed = 0.05 } leader_potential_add = { NAND = { exists = owner owner = { is_gestalt = yes } } } ai_weight = { modifier = { is_councilor = yes factor = @ai_selection_high } modifier = { is_councilor = no factor = @ai_selection_low } } leader_class = { scientist } background_icon = "GFX_leader_subclass_scientist_councilor_background" }