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

# leader_trait = { scientist } - 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
# ai_categories = { survey engineering physics society }
# ai_weight - standard drop weight modifier, scope = country

leader_trait_scientist_est_librarian_astronomy = {
#	inline_script = {
#		script = trait/icon
#		CLASS = scientist
		ICON = GFX_leader_trait_est_librarian_astronomy
#		RARITY = common
#		COUNCIL = no
#		TIER = none
#	}
	modifier = {
		science_ship_survey_speed = -0.15	
	}
	self_modifier = {
		leaders_cost_mult  = 0.50
		leaders_upkeep_mult = 0.50
	}
	leader_class = { scientist }
	initial = no
	randomized = no
}

leader_trait_scientist_est_librarian_mathematics = {
#	inline_script = {
#		script = trait/icon
#		CLASS = scientist
		ICON = GFX_leader_trait_est_librarian_mathematics
#		RARITY = common
#		COUNCIL = no
#		TIER = none
#	}
	modifier = {
		science_ship_survey_speed = -0.15	
	}
	self_modifier = {
		leaders_cost_mult  = 0.50
		leaders_upkeep_mult = 0.50
	}
	leader_class = { scientist }
	initial = no
	randomized = no
}

leader_trait_scientist_est_librarian_electronics = {
#	inline_script = {
#		script = trait/icon
#		CLASS = scientist
		ICON = GFX_leader_trait_est_librarian_electronics
#		RARITY = common
#		COUNCIL = no
#		TIER = none
#	}
	modifier = {
		science_ship_survey_speed = -0.15	
	}
	self_modifier = {
		leaders_cost_mult  = 0.50
		leaders_upkeep_mult = 0.50
	}
	leader_class = { scientist }
	initial = no
	randomized = no
}

leader_trait_scientist_est_librarian_software = {
#	inline_script = {
#		script = trait/icon
#		CLASS = scientist
		ICON = GFX_leader_trait_est_librarian_software
#		RARITY = common
#		COUNCIL = no
#		TIER = none
#	}
	modifier = {
		science_ship_survey_speed = -0.15	
	}
	self_modifier = {
		leaders_cost_mult  = 0.50
		leaders_upkeep_mult = 0.50
	}
	leader_class = { scientist }
	initial = no
	randomized = no
}

leader_trait_scientist_est_librarian_culture = {
#	inline_script = {
#		script = trait/icon
#		CLASS = scientist
		ICON = GFX_leader_trait_est_librarian_culture
#		RARITY = common
#		COUNCIL = no
#		TIER = none
#	}
	modifier = {
		science_ship_survey_speed = -0.15	
	}
	self_modifier = {
		leaders_cost_mult  = 0.50
		leaders_upkeep_mult = 0.50
	}
	leader_class = { scientist }
	initial = no
	randomized = no
}

leader_trait_scientist_est_librarian_history = {
#	inline_script = {
#		script = trait/icon
#		CLASS = scientist
		ICON = GFX_leader_trait_est_librarian_history
#		RARITY = common
#		COUNCIL = no
#		TIER = none
#	}
	modifier = {
		science_ship_survey_speed = -0.15	
	}
	self_modifier = {
		leaders_cost_mult  = 0.50
		leaders_upkeep_mult = 0.50
	}
	leader_class = { scientist }
	initial = no
	randomized = no
}

leader_trait_scientist_est_librarian_taxonomy = {
#	inline_script = {
#		script = trait/icon
#		CLASS = scientist
		ICON = GFX_leader_trait_est_librarian_taxonomy
#		RARITY = common
#		COUNCIL = no
#		TIER = none
#	}
	modifier = {
		science_ship_survey_speed = -0.15	
	}
	self_modifier = {
		leaders_cost_mult  = 0.50
		leaders_upkeep_mult = 0.50
	}
	leader_class = { scientist }
	initial = no
	randomized = no
}

leader_trait_scientist_est_librarian_communication = {
#	inline_script = {
#		script = trait/icon
#		CLASS = scientist
		ICON = GFX_leader_trait_est_librarian_communication
#		RARITY = common
#		COUNCIL = no
#		TIER = none
#	}
	modifier = {
		science_ship_survey_speed = -0.15	
	}
	self_modifier = {
		leaders_cost_mult  = 0.50
		leaders_upkeep_mult = 0.50
	}
	leader_class = { scientist }
	initial = no
	randomized = no
}

leader_trait_scientist_est_librarian_war = {
#	inline_script = {
#		script = trait/icon
#		CLASS = scientist
		ICON = GFX_leader_trait_est_librarian_war
#		RARITY = common
#		COUNCIL = no
#		TIER = none
#	}
	modifier = {
		science_ship_survey_speed = -0.15	
	}
	self_modifier = {
		leaders_cost_mult  = 0.50
		leaders_upkeep_mult = 0.50
	}
	leader_class = { scientist }
	initial = no
	randomized = no
}

leader_trait_scientist_est_librarian_chemistry = {
#	inline_script = {
#		script = trait/icon
#		CLASS = scientist
		ICON = GFX_leader_trait_est_librarian_chemistry
#		RARITY = common
#		COUNCIL = no
#		TIER = none
#	}
	modifier = {
		science_ship_survey_speed = -0.15	
	}
	self_modifier = {
		leaders_cost_mult  = 0.50
		leaders_upkeep_mult = 0.50
	}
	leader_class = { scientist }
	initial = no
	randomized = no
}

leader_trait_scientist_est_librarian_geology = {
#	inline_script = {
#		script = trait/icon
#		CLASS = scientist
		ICON = GFX_leader_trait_est_librarian_geology
#		RARITY = common
#		COUNCIL = no
#		TIER = none
#	}
	modifier = {
		science_ship_survey_speed = -0.15	
	}
	self_modifier = {
		leaders_cost_mult  = 0.50
		leaders_upkeep_mult = 0.50
	}
	leader_class = { scientist }
	initial = no
	randomized = no
}

leader_trait_scientist_est_librarian_architecture = {
#	inline_script = {
#		script = trait/icon
#		CLASS = scientist
		ICON = GFX_leader_trait_est_librarian_architecture
#		RARITY = common
#		COUNCIL = no
#		TIER = none
#	}
	modifier = {
		science_ship_survey_speed = -0.15	
	}
	self_modifier = {
		leaders_cost_mult  = 0.50
		leaders_upkeep_mult = 0.50
	}
	leader_class = { scientist }
	initial = no
	randomized = no
}

leader_trait_scientist_est_librarian_mechanics = {
#	inline_script = {
#		script = trait/icon
#		CLASS = scientist
		ICON = GFX_leader_trait_est_librarian_mechanics
#		RARITY = common
#		COUNCIL = no
#		TIER = none
#	}
	modifier = {
		science_ship_survey_speed = -0.15	
	}
	self_modifier = {
		leaders_cost_mult  = 0.50
		leaders_upkeep_mult = 0.50
	}
	leader_class = { scientist }
	initial = no
	randomized = no
}