leader_trait_sentinel = { inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_sentinel" RARITY = common COUNCIL = no TIER = none } modifier = { damage_vs_country_type_swarm_mult = 0.2 } leader_class = { commander } initial = no randomized = no } leader_trait_hive_affinity = { inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_hive_affinity" RARITY = common COUNCIL = no TIER = none } modifier = { ship_fire_rate_mult = 0.2 } leader_class = { commander } initial = no randomized = no } leader_trait_void_swimmer = { inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_void_swimmer" RARITY = common COUNCIL = no TIER = none } modifier = { ship_speed_mult = 0.2 } leader_class = { commander } initial = no randomized = no } leader_trait_ethereal = { inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_ethereal" RARITY = common COUNCIL = no TIER = none } modifier = { ship_evasion_mult = 0.2 } leader_class = { commander } initial = no randomized = no } leader_trait_dimensional_stutter = { inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_dimensional_stutter" RARITY = common COUNCIL = no TIER = none } modifier = { ship_speed_mult = 0.2 } leader_class = { commander } initial = no randomized = no } leader_trait_cybrex = { inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_cybrex_databases" RARITY = common COUNCIL = no TIER = none } modifier = { damage_vs_country_type_ai_empire_mult = 0.2 ship_evasion_mult = 0.1 ship_fire_rate_mult = 0.1 } leader_class = { commander } initial = no randomized = no } leader_trait_great_khan = { cost = 0 leader_trait_type = destiny inline_script = { script = trait/icon CLASS = commander ICON = "GFX_leader_trait_great_khan" RARITY = paragon COUNCIL = no TIER = none } on_gained_effect = { owner = { country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait } } immortal_leaders = yes modifier = { ship_fire_rate_mult = 0.2 ship_speed_mult = 0.2 ship_weapon_damage = 0.2 ship_evasion_mult = 0.3 ship_hull_mult = 0.2 ship_hull_regen_add_perc = 0.1 ship_armor_regen_add_perc = 0.1 ship_weapon_range_mult = 0.2 } leader_class = { commander } initial = no randomized = no }