
# 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_official_est_mystic = {
#	inline_script = {
#		script = trait/icon
#		CLASS = official
		ICON = GFX_leader_trait_est_mystic
#		RARITY = common
#		COUNCIL = no
#		TIER = none
#	}
	planet_modifier = {
		pop_government_ethic_attraction = 0.05
	}
	sector_modifier = {
		pop_government_ethic_attraction = 0.02
	}
	leader_potential_add = {
		FROM = {
			has_active_tradition = tr_est_mystery_5
		}
	}
	leader_class = { official }
	initial = no
	randomized = no 
}

leader_trait_official_est_cognition_central = {
#	inline_script = {
#		script = trait/icon
#		CLASS = official
		ICON = GFX_leader_trait_est_cognition_central
#		RARITY = common
#		COUNCIL = no
#		TIER = none
#	}
	planet_modifier = {
		planet_crime_mult = -0.10
	}
	sector_modifier = {
		planet_crime_mult = -0.05
	}
	leader_potential_add = {
		FROM = {
			has_active_tradition = tr_est_cooperativity_4
		}
	}
	leader_class = { official }
	initial = no
	randomized = no
}

leader_trait_official_est_confederacy = {
#	inline_script = {
#		script = trait/icon
#		CLASS = official
		ICON = GFX_leader_trait_confederacy_est_2
#		RARITY = common
#		COUNCIL = no
#		TIER = none
#	}
	self_modifier = {
		species_leader_exp_gain = 0.2
	}
	planet_modifier = {
		planet_crime_mult = -0.1
	}
	sector_modifier = {
		planet_crime_mult = -0.05
	}
	leader_potential_add = {
		FROM = {
			has_active_tradition = tr_est_confederacy_2
		}
	}
	leader_class = { official }
	initial = no
	randomized = no
}

leader_trait_official_est_chivalry = {
#	inline_script = {
#		script = trait/icon
#		CLASS = official
		ICON = GFX_leader_trait_est_chivalry
#		RARITY = common
#		COUNCIL = no
#		TIER = none
#	}
	planet_modifier = {
		planet_crime_add = -10
	}
	sector_modifier = {
		planet_crime_add = -5
	}
	leader_potential_add = {
		FROM = {
			has_active_tradition = tr_est_chivalry_adopt
		}
	}
	leader_class = { official }
	initial = no
	randomized = no
}