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

# leader_trait = { official } - 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

###################
# official Traits #
###################

leader_trait_army_veteran_2_est = {
	replace_traits = { "leader_trait_army_veteran" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = GFX_leader_trait_army_veteran
		RARITY = common
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		planet_army_build_speed_mult = 0.30
		armies_cost_mult = -0.20
		army_defense_damage_mult = 0.30
	}
	leader_potential_add = {
		FROM = {
			has_active_tradition = tr_est_academy_finish
		}
	}
	leader_class = { official }
	opposites = {
		"leader_trait_retired_fleet_officer"
		"leader_trait_retired_fleet_officer_2_est"
	}
}

leader_trait_retired_fleet_officer_2_est = {
	replace_traits = { "leader_trait_retired_fleet_officer" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = GFX_leader_trait_retired_fleet_officer
		RARITY = common
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		starbase_shipyard_build_speed_mult = 0.25
		ship_starting_experience_add = 250
	}
	leader_potential_add = {
		FROM = {
			has_active_tradition = tr_est_academy_finish
		}
	}
	leader_class = { official }
	opposites = {
		"leader_trait_army_veteran"
		"leader_trait_army_veteran_2_est"
	}
}

leader_trait_architectural_interest_3_est = {
	replace_traits = { "leader_trait_architectural_interest" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = GFX_leader_trait_architectural_interest
		RARITY = common
		COUNCIL = no
		TIER = 3
	}
	planet_modifier = {
		planet_structures_upkeep_mult = -0.25
		planet_building_build_speed_mult = 0.25
	}
	sector_modifier = {
		planet_structures_upkeep_mult = -0.125
		planet_building_build_speed_mult = 0.125
	}
	leader_potential_add = {
		FROM = {
			has_active_tradition = tr_est_academy_finish
		}
	}
	leader_class = { official scientist }
}

leader_trait_agrarian_upbringing_3_est = {
	replace_traits = { "leader_trait_agrarian_upbringing" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = GFX_leader_trait_agrarian_upbringing
		RARITY = common
		COUNCIL = no
		TIER = 3
	}
	planet_modifier = {
		planet_jobs_food_produces_mult = 0.25
	}
	sector_modifier = {
		planet_jobs_food_produces_mult = 0.125
	}
	leader_potential_add = {
		FROM = {
			has_active_tradition = tr_est_academy_finish
		}
	}
	leader_class = { official }
}

leader_trait_intellectual_2_est = {
	replace_traits = { "leader_trait_intellectual" }
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = GFX_leader_trait_intellectual
		RARITY = common
		COUNCIL = no
		TIER = 2
	}
	modifier = {
		planet_jobs_engineering_research_produces_mult = 0.20
		planet_jobs_physics_research_produces_mult = 0.20
		planet_jobs_society_research_produces_mult = 0.20
	}
	leader_potential_add = {
		FROM = {
			has_active_tradition = tr_est_academy_finish
		}
		has_paragon_dlc = no
	}
	leader_class = { official }
}

leader_trait_environmental_engineer_2_est = {
	replace_traits = { "leader_trait_environmental_engineer" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = GFX_leader_trait_environmental_engineer
		RARITY = common
		COUNCIL = no
		TIER = 2
	}
	planet_modifier = {
		deposit_blockers_cost_mult = -0.4
		planet_clear_blocker_speed_mult = 0.4
	}
	sector_modifier = {
		deposit_blockers_cost_mult = -0.2
		planet_clear_blocker_speed_mult = 0.2
	}
	leader_potential_add = {
		FROM = {
			has_active_tradition = tr_est_academy_finish
		}
	}
	leader_class = { official scientist }
}

leader_trait_righteous_3_est = {
	replace_traits = { "leader_trait_righteous_2" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = GFX_leader_trait_righteous
		RARITY = common
		COUNCIL = no
		TIER = 3
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
		planet_crime_add = -60
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
		planet_crime_no_happiness_add = -60
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
		planet_crime_add = -30
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
		planet_crime_no_happiness_add = -30
	}
	leader_potential_add = {
		FROM = {
			has_active_tradition = tr_est_academy_finish
		}
	}
	leader_class = { commander official }
	opposites = {
		leader_trait_corrupt
		leader_trait_corrupt_2
	}
}