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

# leader_trait = { commander } - 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 = { admiral 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

##################
# General Traits #
##################

leader_trait_general_est_mystic = { #(Ben_D): basically just "leader_trait_dreaded"
	leader_trait_type = veteran
#	inline_script = {
#		script = trait/icon
#		CLASS = commander
		ICON = GFX_leader_trait_est_mystic
#		RARITY = veteran
#		COUNCIL = no
#		TIER = none
#	}
	army_modifier = {
		army_morale_damage_mult = 0.15
	}
	leader_potential_add = {
		FROM = {
			has_active_tradition = tr_est_mystery_5
		}
		has_trait = subclass_commander_general
	}
	leader_class = { commander }
	initial = no
	randomized = no
}

leader_trait_general_est_militarism_gestalt = {
	leader_trait_type = veteran
#	inline_script = {
#		script = trait/icon
#		CLASS = commander
		ICON = GFX_leader_trait_est_militarism_5
#		RARITY = veteran
#		COUNCIL = no
#		TIER = none
#	}
	self_modifier = {
		species_leader_exp_gain = 0.2
	}
	army_modifier = {
		army_attack_damage_mult = 0.05
		army_morale_damage_taken_mult = -0.4
		armies_energy_upkeep_mult = -0.05
	}
	leader_potential_add = {
		FROM = {
			has_active_tradition = tr_est_militarism_2
		}
		has_trait = subclass_commander_general
	}
	leader_class = { commander }
	initial = no
	randomized = no
}

leader_trait_general_est_militarism_2_free = {
	leader_trait_type = veteran
#	inline_script = {
#		script = trait/icon
#		CLASS = commander
		ICON = GFX_leader_trait_est_militarism_5
#		RARITY = veteran
#		COUNCIL = no
#		TIER = none
#	}
	self_modifier = {
		species_leader_exp_gain = 0.2
		leaders_upkeep_mult = -1.0
	}
	army_modifier = {
		army_attack_damage_mult = 0.05
		army_morale_damage_taken_mult = -0.4
		armies_energy_upkeep_mult = -0.05
	}
	leader_potential_add = {
		FROM = {
			has_active_tradition = tr_est_militarism_2
		}
		has_trait = subclass_commander_general
	}
	leader_class = { commander }
	initial = no
	randomized = no
}

leader_trait_general_est_might_2 = {
	leader_trait_type = veteran
#	inline_script = {
#		script = trait/icon
#		CLASS = commander
		ICON = GFX_leader_trait_est_might_5
#		RARITY = veteran
#		COUNCIL = no
#		TIER = none
#	}
	self_modifier = {
		species_leader_exp_gain = 0.2
	}
	army_modifier = {
		army_attack_damage_mult = 0.05
		army_morale_damage_mult = 0.20
		armies_energy_upkeep_mult = -0.05
	}
	leader_potential_add = {
		FROM = {
			has_active_tradition = tr_est_might_2
		}
		has_trait = subclass_commander_general
	}
	leader_class = { commander }
	initial = no
	randomized = no
}

leader_trait_general_est_might_2_free = {
	leader_trait_type = veteran
#	inline_script = {
#		script = trait/icon
#		CLASS = commander
		ICON = GFX_leader_trait_est_might_5
#		RARITY = veteran
#		COUNCIL = no
#		TIER = none
#	}
	self_modifier = {
		species_leader_exp_gain = 0.2
		leaders_upkeep_mult = -1.0
	}
	army_modifier = {
		army_attack_damage_mult = 0.05
		army_morale_damage_mult = 0.20
		armies_energy_upkeep_mult = -0.05
	}
	leader_potential_add = {
		FROM = {
			has_active_tradition = tr_est_might_2
		}
		has_trait = subclass_commander_general
	}
	leader_class = { commander }
	initial = no
	randomized = no
}