
# 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_iron_fist_3_est = {
	replace_traits = { "leader_trait_iron_fist_2" }
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = GFX_leader_trait_iron_fist
		RARITY = common
		COUNCIL = no
		TIER = 3
	}
	planet_modifier = {
		pop_slave_bonus_workforce_mult = 0.25
	}
	sector_modifier = {
		pop_slave_bonus_workforce_mult = 0.15
	}
	leader_potential_add = {
		FROM = {
			allows_slavery = yes
			has_active_tradition = tr_est_academy_5
		}
	}
	leader_class = { commander }
}

leader_trait_restrained_3_est = {
	replace_traits = { "leader_trait_restrained" }
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = GFX_leader_trait_restrained
		RARITY = common
		COUNCIL = no
		TIER = 3
	}
	army_modifier = {
		army_disengage_chance_mult = 0.18
		army_collateral_damage_mult = -0.4
	}
	fleet_modifier = {
		ship_orbital_bombardment_pop_damage_mult = -0.18
	}
	leader_potential_add = {
		FROM = {
			has_active_tradition = tr_est_academy_5
		}
	}
	leader_class = { commander }
	opposites = {
		leader_trait_victory_or_death
		leader_trait_victory_or_death_2
		leader_trait_butcher
	}
}

leader_trait_butcher_2_est = {
	replace_traits = { "leader_trait_butcher" }
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = GFX_leader_trait_butcher
		RARITY = common
		COUNCIL = no
		TIER = 2
	}
	army_modifier = {
		army_damage_mult = 0.18
		army_collateral_damage_mult = 0.8
	}
	leader_potential_add = {
		FROM = {
			has_active_tradition = tr_est_academy_5
		}
	}
	leader_class = { commander }
	opposites = {
		leader_trait_armchair_commander
		leader_trait_armchair_commander_2
		leader_trait_restrained
	}
}