
# All leaders will have a common trait-point value set in defines, which they use to grab traits

# leader_trait = yes - this tags the trait as a leader-trait and not a species-trait
# initial = no - if set to no, this trait can not be granted to leaders when they are generated
# leader_class = { commander scientist }  -- OR  - if not set, it can be given to all leader-types except Rulers
# requires_traits = { trait_psionic } -- AND - leader-trait can only be randomly given on generation if the leaders species has this trait
# requires_governments = { despotic_hegemony ai_overlordship } -- OR - leader-trait can only be randomly given on generation if the Empire has this type of government form
# prerequisites = { tech_psionic_theory } - AND - leader-trait can only be given if the technology specified has been researched by the Empire

#####################
# Admiral Traits    #
#####################

leader_trait_trickster_2_est = {
	replace_traits = { leader_trait_trickster }
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = GFX_leader_trait_trickster
		RARITY = common
		COUNCIL = no
		TIER = 2
	}

	fleet_modifier = {
		ship_emergency_ftl_mult = -0.25
		ship_disengage_chance_mult = 0.5
	}
	triggered_modifier = {
		potential = { has_first_contact_dlc = yes }
		ship_cloaking_strength_add = 2
	}
	leader_potential_add = {
		FROM = {
			has_active_tradition = tr_est_academy_finish
		}
	}
	leader_class = { commander }
	opposites = {
		leader_trait_unyielding
		leader_trait_unyielding_2_est
		leader_trait_reckless
		leader_trait_reckless_2
	}
}

leader_trait_fleet_logistician_2_est = {
	replace_traits = { leader_trait_fleet_logistician }
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = GFX_leader_trait_fleet_logistician
		RARITY = common
		COUNCIL = no
		TIER = 2
	}
	leader_potential_add = {
		has_paragon_dlc = no
		FROM = {
			has_active_tradition = tr_est_academy_finish
		}
	}
	fleet_modifier = {
		ships_upkeep_mult = -0.15
	}
	leader_class = { commander }
}

leader_trait_engineer_2_est = {
	replace_traits = { leader_trait_engineer }
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = GFX_leader_trait_engineer
		RARITY = common
		COUNCIL = no
		TIER = 2
	}
	fleet_modifier = {
		ship_hull_regen_add_perc = 0.0075
		ship_armor_regen_add_perc = 0.015
	}
	leader_potential_add = {
		FROM = {
			has_active_tradition = tr_est_academy_finish
		}
	}
	leader_class = { commander }
}

leader_trait_aggressive_2_est = {
	replace_traits = { leader_trait_aggressive }
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = GFX_leader_trait_aggressive
		RARITY = common
		COUNCIL = no
		TIER = 2
	}
	fleet_modifier = {
		ship_fire_rate_mult = 0.075
		ship_weapon_damage = 0.075
	}
	leader_potential_add = {
		FROM = {
			has_active_tradition = tr_est_academy_finish
		}
	}
	leader_class = { commander }
	opposites = {
		leader_trait_cautious
		leader_trait_cautious_2_est
	}
}

leader_trait_cautious_2_est = {
	replace_traits = { leader_trait_cautious }
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = GFX_leader_trait_cautious
		RARITY = common
		COUNCIL = no
		TIER = 2
	}
	fleet_modifier = {
		ship_weapon_range_mult = 0.2
		ship_disengage_chance_mult = 0.1
	}
	leader_potential_add = {
		FROM = {
			has_active_tradition = tr_est_academy_finish
		}
	}
	leader_class = { commander }
	opposites = {
		leader_trait_aggressive
		leader_trait_aggressive_2_est
	}
}

leader_trait_unyielding_2_est = {
	replace_traits = { leader_trait_unyielding }
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = GFX_leader_trait_unyielding
		RARITY = common
		COUNCIL = no
		TIER = 2
	}
	fleet_modifier = {
		ship_hull_mult = 0.25
		ship_disengage_chance_mult = -0.25
	}
	leader_potential_add = {
		FROM = {
			has_active_tradition = tr_est_academy_finish
		}
	}
	leader_class = { commander }
	opposites = {
		leader_trait_nervous
		leader_trait_nervous_2
		leader_trait_slipshod
		leader_trait_slipshod_2
		leader_trait_trickster
		leader_trait_trickster_2_est
	}
}