sots_infinity_calculator = {
	leader_trait_type = destiny
	immortal_leaders = yes
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = GFX_leader_trait_infinity_calculator
		RARITY = paragon
		COUNCIL = yes
		TIER = none
	}
	triggered_modifier = {
		potential = {
			is_ruler = no
			leader_class = scientist
		}
		ship_anomaly_generation_chance_mult = 0.25
	}
	councilor_modifier = {
		all_technology_research_speed = 0.50
		ship_archaeological_site_excavation_speed_mult = 0.50
	}
	leader_class = { scientist }
	initial = no
	randomized = no

	ai_weight = {
		weight = 100
	}
}

#leader_trait_acot_curator_archon = {
#	immortal_leaders = yes
#
#	inline_script = {
#		script = trait/icon
#		CLASS = leader
#		ICON = "GFX_leader_trait_acot_archon"
#		RARITY = paragon
#		COUNCIL = triggered
#		TIER = none
#	}
#
#	councilor_modifier = {
#		all_technology_research_speed = 0.50
#	}
#
#	triggered_sector_modifier = {
#		potential = {
#			is_gestalt = no
#		}
#		planet_jobs_physics_research_produces_mult = 0.05
#		planet_jobs_society_research_produces_mult = 0.05
#		planet_jobs_engineering_research_produces_mult = 0.05
#		planet_pops_upkeep_mult = -0.05
#		pop_amenities_usage_mult = -0.05
#		planet_jobs_unity_produces_mult = 0.05
#	}
#
#	triggered_planet_modifier = {
#		potential = {
#			is_gestalt = no
#		}
#		planet_jobs_physics_research_produces_mult = 0.10
#		planet_jobs_society_research_produces_mult = 0.10
#		planet_jobs_engineering_research_produces_mult = 0.10
#		planet_pops_upkeep_mult = -0.10
#		pop_amenities_usage_mult = -0.10
#		planet_jobs_unity_produces_mult = 0.10
#	}
#
#	self_modifier = {
#		leader_trait_selection_options_add = 1
#		species_leader_exp_gain = 0.10
#	}
#
#	triggered_modifier = {		
#		potential = {
#			is_gestalt = no
#		}
#		ship_anomaly_generation_chance_mult = 0.50
#		science_ship_survey_speed = 1.00
#		ship_archaeological_site_clues_add = 2
#	}
#
#	triggered_modifier = {
#		potential = {
#			has_astral_planes_dlc = yes
#			is_gestalt = no
#		}
#		ship_astral_rift_clues_add = 2
#	}
#
#	leader_class = { scientist }
#	opposites = {
#		leader_trait_erudite
#		leader_trait_cyborg
#		leader_trait_psionic
#		leader_trait_chosen
#	}
#
#	initial = no
#	randomized = no
#}