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

# leader_trait = { general } - 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_restrained_est_2 = {
	cost = 1
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_restrained_est_2.dds"
	modifier = {	
		army_disengage_chance_mult = 0.40
		army_collateral_damage_mult = -0.50
	}
	leader_potential_add = {
		NOT = { from = { has_authority = "auth_machine_intelligence" } }
	}	
	leader_trait = { general }
	leader_class = { general }
	opposites = { "leader_trait_butcher" }
	initial = no
	randomized = no
}

leader_trait_charismatic_est_2 = {
	cost = 1
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_charismatic_est_2.dds"
	modifier = {
		army_morale = 0.50
	}
	leader_trait = { general }
	leader_class = { general }
	opposites = { "leader_trait_charismatic" }
	initial = no
	randomized = no
}

leader_trait_butcher_est_2 = {
	cost = 1
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_butcher_est_2.dds"
	modifier = {
		army_damage_mult = 0.20
		army_collateral_damage_mult = 0.50
	}
	leader_trait = { general }
	leader_class = { general }
	opposites = { "leader_trait_armchair_commander" }
	initial = no
	randomized = no
}

leader_trait_glory_seeker_est_2 = {
	cost = 1
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_glory_seeker_est_2.dds"
	modifier = {
		army_morale = 0.2
		army_damage_mult = 0.10
	}
	leader_trait = { general }
	leader_class = { general }
	opposites = { "leader_trait_armchair_commander" }
	initial = no
	randomized = no
}

leader_trait_army_logistician_est_2 = {
	cost = 1
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_army_logistician_est_2.dds"
	modifier = {
		armies_upkeep_mult = -0.3
	}
	leader_trait = { general }
	leader_class = { general }
	opposites = { "leader_trait_army_logistician" }
	initial = no
	randomized = no
}