#################
# SHARED TRAITS #
#################

###################
leader_trait_defence_engineer = {
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_defence_engineer"
		RARITY = common
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		shipclass_military_station_damage_mult = 0.1
		shipclass_military_station_hull_mult = 0.1
		ship_military_station_small_cost_mult = -0.05
		ship_military_station_small_upkeep_mult = -0.05
						   
	}
	leader_potential_add = {
		has_ethic = ethic_pacifist
		trait_is_nomad_check = no
	}
	leader_class = { commander }
	selectable_weight = {
		weight = @class_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

###################
leader_trait_butcher = {
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_butcher"
		RARITY = common
		COUNCIL = no
		TIER = 1
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = { 	exists = owner
									owner = { is_same_value = root.owner } }
						trait_is_wilderness_check = no	}
		job_soldier_stability_add = 0.15
		job_soldier_or_warrior_add = 50
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = { 	exists = owner
									owner = { is_same_value = root.owner } }
						trait_is_wilderness_check = yes	}
		job_soldier_stability_add = 0.25
	}
	triggered_fleet_modifier = {
		potential = { 	exists = owner
						owner? = { is_nomadic = yes } }
		ship_orbital_bombardment_mult = 0.5
		ship_orbital_bombardment_pop_damage_mult = 0.25
	}
	triggered_army_modifier = {
		potential = { 	exists = owner
						owner? = { is_nomadic = no } }
		army_damage_mult = 0.25
		army_collateral_damage_mult = 0.5
	}
	leader_class = { commander }
	opposites = {
		leader_trait_armchair_commander
		leader_trait_armchair_commander_2
		leader_trait_restrained
	}
	selectable_weight = {
		weight = @class_trait_weight
		inline_script = paragon/army_weight_mult
		inline_script = {
			script = paragon/subclass_weight_mult
			SUBCLASS = commander_general
		}
	}
}

###################
leader_trait_restrained = {
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_restrained"
		RARITY = common
		COUNCIL = no
		TIER = 1
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
	}
	triggered_army_modifier = {
		potential = { 	exists = owner
						owner? = { is_nomadic = no } }
		army_disengage_chance_mult = 0.3
		army_collateral_damage_mult = -0.3
	}
	triggered_fleet_modifier = {
		potential = { 	exists = owner
						owner? = { is_nomadic = yes } }
		ship_orbital_bombardment_pop_damage_mult = -0.3
		ship_orbital_bombardment_army_damage_mult = 0.3
		ship_orbital_bombardment_mult = 0.3
	}
	triggered_background_planet_modifier = {
		potential = {	trait_is_gestalt_check = no
						exists = FROM
						FROM = {
							exists = owner
							owner = {
								is_same_value = root.owner
								NOT = { has_origin = civic_civil_education } } } }
		planet_enforcers_unity_produces_add = 0.2
	}
	triggered_background_planet_modifier = {
		potential = {	trait_is_gestalt_check = no
						exists = FROM
						FROM = {
							exists = owner
							owner = {
								is_same_value = root.owner
								has_origin = civic_civil_education } } }
		planet_enforcers_produces_mult = 0.05
	}
	triggered_background_planet_modifier = {
		potential = {	trait_is_gestalt_check = yes
						exists = FROM
						FROM = {
							exists = owner
							owner = {
								is_same_value = root.owner } } }
		planet_soldiers_unity_produces_add = 0.1
	}
	triggered_background_planet_modifier = {
		potential = {	trait_is_gestalt_check = no
						exists = FROM
						FROM = {
							exists = owner
							owner = {
								is_same_value = root.owner
								NOT = { has_origin = civic_dystopian_society } } } }
		job_enforcer_add = 50
	}
	triggered_background_planet_modifier = {
		potential = {	trait_is_gestalt_check = no
						exists = FROM
						FROM = {
							exists = owner
							owner = {
								is_same_value = root.owner
								has_origin = civic_dystopian_society } } }
		job_dystopian_enforcer_add = 50
	}
	triggered_background_planet_modifier = {
		potential = {	trait_is_gestalt_check = yes
						trait_is_wilderness_check = no
						exists = FROM
						FROM = {
							exists = owner
							owner = {
								is_same_value = root.owner } } }
		job_warrior_drone_add = 50
	}
	leader_class = { commander }
	opposites = {
		leader_trait_victory_or_death
		leader_trait_victory_or_death_2
		leader_trait_butcher
	}
	selectable_weight = {
		weight = @class_trait_weight
		inline_script = paragon/army_weight_mult
		inline_script = {
			script = paragon/subclass_weight_mult
			SUBCLASS = commander_general
		}
	}
}


###########
# INVADER #
###########

leader_trait_dreaded = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_dreaded"
		RARITY = veteran
		COUNCIL = no
		TIER = 1
	}
	self_modifier = {
		commander_skill_add = 1
		planet_combat_width_add = 1
		leader_commanders_upkeep_mult = -0.1
	}
	triggered_army_modifier = {
		potential = { 	exists = owner
						owner? = { is_nomadic = no } }
		army_morale_damage_mult = 0.1
		armies_upkeep_mult = -0.1
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
							FROM = {	exists = owner
										owner = {	is_same_value = root.owner } } }
		job_soldier_or_warrior_add = 50
		planet_soldiers_physics_research_produces_add = 0.05
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
		has_paragon_dlc = yes
		has_trait = subclass_commander_general
	}
	leader_class = { commander }
	selectable_weight = {
		weight = @class_trait_weight
		inline_script = paragon/army_weight_mult
		inline_script = {
			script = paragon/subclass_weight_mult
			SUBCLASS = commander_general
		}
	}
}

leader_trait_dreaded_2 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_dreaded" }
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_dreaded"
		RARITY = veteran
		COUNCIL = no
		TIER = 2
	}
	self_modifier = {
		commander_skill_add = 2
		planet_combat_width_add = 2
		leader_commanders_upkeep_mult = -0.2
	}
	triggered_army_modifier = {
		potential = { 	exists = owner
						owner? = { is_nomadic = no } }
		army_morale_damage_mult = 0.2
		armies_upkeep_mult = -0.2
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
							FROM = {	exists = owner
										owner = {	is_same_value = root.owner } } }
		job_soldier_or_warrior_add = 100
		planet_soldiers_physics_research_produces_add = 0.1
	}
	leader_class = { commander }
}


###################
leader_trait_heavy_hitter = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_heavy_hitter"
		RARITY = free_or_veteran
		COUNCIL = no
		TIER = 1
	}
	fleet_modifier = {
		ship_fire_rate_mult = 0.15
		create_debris_chance = -0.15
		command_limit_mult = -0.15
	}
	triggered_army_modifier = {
		potential = { 	exists = owner
						owner? = { is_nomadic = no } }
		army_damage_mult = 0.15
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
							FROM = {	exists = owner
										owner = {	is_same_value = root.owner } } }
		job_soldier_or_warrior_add = 50
		planet_soldiers_engineering_research_produces_add = 0.05
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
		OR = {
			has_paragon_dlc = no
			has_trait = subclass_commander_general
		}
	}
	leader_class = { commander }
	selectable_weight = {
		inline_script = paragon/subclass_free_trait_weight
		inline_script = paragon/army_weight_mult
		inline_script = {
			script = paragon/subclass_weight_mult
			SUBCLASS = commander_general
		}
	}
}

leader_trait_heavy_hitter_2 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_heavy_hitter" }
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_heavy_hitter"
		RARITY = free_or_veteran
		COUNCIL = no
		TIER = 2
	}
	fleet_modifier = {
		ship_fire_rate_mult = 0.3
		command_limit_mult = -0.3
		create_debris_chance = -0.3
	}
	triggered_army_modifier = {
		potential = { 	exists = owner
						owner? = { is_nomadic = no } }
		army_damage_mult = 0.3
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
							FROM = {	exists = owner
										owner = {	is_same_value = root.owner } } }
		job_soldier_or_warrior_add = 100
		planet_soldiers_engineering_research_produces_add = 0.1
	}
	leader_class = { commander }
}


###################
leader_trait_interrogator = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_interrogator"
		RARITY = veteran
		COUNCIL = no
		TIER = 1
	}
	fleet_modifier = {
		ship_experience_gain_mult = 0.5
	}
	self_modifier = {
		commander_exp_gain = 0.15
	}
	triggered_army_modifier = {
		potential = { 	exists = owner
						owner? = { is_nomadic = no } }
		army_experience_gain_mult = 0.5
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
							FROM = {	exists = owner
										owner = {	is_same_value = root.owner } } }
		job_soldier_or_warrior_add = 50
		planet_soldiers_society_research_produces_add = 0.05
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
		has_paragon_dlc = yes
		has_trait = subclass_commander_general
	}
	leader_class = { commander }
	custom_tooltip_with_modifiers = leader_trait_interrogator_effect
	selectable_weight = {
		inline_script = paragon/subclass_free_trait_weight
		inline_script = paragon/army_weight_mult
		inline_script = {
			script = paragon/subclass_weight_mult
			SUBCLASS = commander_general
		}
	}
}

leader_trait_interrogator_2 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_interrogator" }
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_interrogator"
		RARITY = veteran
		COUNCIL = no
		TIER = 2
	}
	fleet_modifier = {
		ship_experience_gain_mult = 1
	}
	self_modifier = {
		commander_exp_gain = 0.30
	}
	triggered_army_modifier = {
		potential = { 	exists = owner
						owner? = { is_nomadic = no } }
		army_experience_gain_mult = 1
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
							FROM = {	exists = owner
										owner = {	is_same_value = root.owner } } }
		job_soldier_or_warrior_add = 100
		planet_soldiers_society_research_produces_add = 0.1
	}
	leader_class = { commander }
	custom_tooltip_with_modifiers = leader_trait_interrogator_2_effect
}

###################
leader_trait_crusader = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_crusader"
		RARITY = veteran
		COUNCIL = no
		TIER = 1
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
		has_paragon_dlc = yes
		has_trait = subclass_commander_general
	}
	fleet_modifier = {
		damage_vs_rival_mult = 0.15
	}
	triggered_army_modifier = {
		potential = { 	exists = owner
						owner? = { is_nomadic = no } }
		army_morale_damage_taken_mult = -0.15
		army_disengage_chance_mult = 0.15
		army_collateral_damage_mult = -0.15
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
							FROM = {	exists = owner
										owner = {	is_same_value = root.owner } } }
		job_soldier_or_warrior_add = 50
		planet_soldiers_unity_produces_add = 0.05
	}
	leader_class = { commander }
	# Effect in paragon_2.1005 and paragon_2.1040 events
	custom_tooltip_with_modifiers = leader_trait_crusader_effect
	initial = no
	randomized = no
}

leader_trait_crusader_2 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_crusader" }
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_crusader"
		RARITY = veteran
		COUNCIL = no
		TIER = 2
	}
	fleet_modifier = {
		damage_vs_rival_mult = 0.3
	}
	triggered_army_modifier = {
		potential = { 	exists = owner
						owner? = { is_nomadic = no } }
		army_morale_damage_taken_mult = -0.3
		army_disengage_chance_mult = 0.3
		army_collateral_damage_mult = -0.3
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
							FROM = {	exists = owner
										owner = {	is_same_value = root.owner } } }
		job_soldier_or_warrior_add = 100
		planet_soldiers_unity_produces_add = 0.1
	}
	leader_class = { commander }
	# Effect in paragon_2.1005 and paragon_2.1040 events
	custom_tooltip_with_modifiers = leader_trait_crusader_2_effect
}


############
# MARSHALL #
############

leader_trait_overseer = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_overseer"
		RARITY = veteran
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		monthly_loyalty_from_subjects = 0.5
		country_naval_capacity_contribution_from_subjects_mult = 0.025
		diplo_weight_pops_mult = 0.1
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		has_trait = subclass_official_diplomacy_councilor
		exists = owner
		owner = { is_homicidal = no }
	}
	leader_class = { official }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/council_weight_mult
		modifier = {
			exists = owner
			owner = { is_overlord = no }
			factor = 0.3
		}
	}
}

leader_trait_overseer_2 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_overseer" }
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_overseer"
		RARITY = veteran
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		monthly_loyalty_from_subjects = 1
		country_naval_capacity_contribution_from_subjects_mult = 0.05
		diplo_weight_pops_mult = 0.2
	}
	leader_class = { official }
}


###################
trait_ruler_from_the_ranks = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_from_the_ranks"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 1
	}
	triggered_councilor_modifier = {			   
		potential = { trait_is_gestalt_check = no 
						owner? = { is_nomadic = no } } 
		army_morale = 0.15
		army_experience_gain_mult = 0.15
		army_starting_experience_add = 150
		commander_exp_gain = 0.15
		ship_orbital_bombardment_army_damage_mult = 0.15
	}
	triggered_councilor_modifier = {			   
		potential = { 	trait_is_gestalt_check = yes 
						owner? = { is_nomadic = no } }
		army_morale_damage_mult = 0.15
		army_experience_gain_mult = 0.15
		army_starting_experience_add = 150
		commander_exp_gain = 0.15
		ship_orbital_bombardment_army_damage_mult = 0.15		
	}
	triggered_councilor_modifier = {
		potential = {
			exists = owner
			owner = { NOT = { has_origin = origin_toxic_knights} }
			owner? = { is_nomadic = yes }
		}
		job_soldier_or_warrior_add = 150
		job_soldier_stability_add = 0.15
		ship_orbital_bombardment_army_damage_mult = 0.15
	}
	triggered_councilor_modifier = {
		potential = {
			exists = owner
			owner = { has_origin = origin_toxic_knights}
			owner? = { is_nomadic = yes }			
		}
		pop_knight_commander_bonus_workforce_mult = 0.15
		pop_knight_bonus_workforce_mult = 0.15
		ship_orbital_bombardment_army_damage_mult = 0.15
	}
	leader_potential_add = {
		OR = {
			has_paragon_dlc = no
			has_trait = subclass_commander_councilor
		}
	}
	leader_class = { commander }
	selectable_weight = {
		inline_script = paragon/subclass_free_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

trait_ruler_from_the_ranks_2 = {
	leader_trait_type = veteran
	replace_traits = { "trait_ruler_from_the_ranks" }
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_from_the_ranks"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 2
	}
	triggered_councilor_modifier = {			   
		potential = { trait_is_gestalt_check = no 
						owner? = { is_nomadic = no } }   
		army_morale = 0.3
		army_experience_gain_mult = 0.3
		army_starting_experience_add = 300
		commander_exp_gain = 0.3
		ship_orbital_bombardment_army_damage_mult = 0.3
	}
	triggered_councilor_modifier = {			   
		potential = { 	trait_is_gestalt_check = yes 
						owner? = { is_nomadic = no } }
		army_morale_damage_mult = 0.3
		army_experience_gain_mult = 0.3
		army_starting_experience_add = 300
		commander_exp_gain = 0.3
		ship_orbital_bombardment_army_damage_mult = 0.3		
	}
	triggered_councilor_modifier = {
		potential = {
			exists = owner
			owner = { NOT = { has_origin = origin_toxic_knights} }
			owner? = { is_nomadic = yes }
		}
		job_soldier_or_warrior_add = 300
		job_soldier_stability_add = 0.3
		ship_orbital_bombardment_army_damage_mult = 0.3
	}
	triggered_councilor_modifier = {
		potential = {
			exists = owner
			owner = { has_origin = origin_toxic_knights}
			owner? = { is_nomadic = yes }			
		}
		pop_knight_commander_bonus_workforce_mult = 0.3
		pop_knight_bonus_workforce_mult = 0.3
		ship_orbital_bombardment_army_damage_mult = 0.3
	}
	leader_class = { commander }
}

###################
trait_ruler_recruiter = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_recruiter"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		planet_army_build_speed_mult = 0.1
		armies_cost_mult = -0.1
		armies_upkeep_mult = -0.1
		leader_commanders_upkeep_mult = -0.1
	}
	triggered_councilor_modifier = {
		potential = { 	exists = owner
						owner = { has_origin = origin_toxic_knights } }
		planet_soldiers_produces_mult = 0.1
	}
	triggered_councilor_modifier = {
		potential = { 	trait_is_gestalt_check = no
						exists = owner
						owner = { NOT = { has_origin = origin_toxic_knights } } }
		pop_soldier_bonus_workforce_mult = 0.1
		planet_soldiers_produces_mult = 0.1
	}
	triggered_councilor_modifier = {
		potential = { trait_is_gestalt_check = yes }
			pop_warrior_drone_bonus_workforce_mult = 0.1
			planet_soldiers_produces_mult = 0.1
	}
	leader_potential_add = {
		OR = {
			has_paragon_dlc = no
			has_trait = subclass_commander_councilor
		}
		trait_is_nomad_check = no
	}
	leader_class = { commander }
	selectable_weight = {
		inline_script = paragon/subclass_free_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

trait_ruler_recruiter_2 = {
	leader_trait_type = veteran
	replace_traits = { "trait_ruler_recruiter" }
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_recruiter"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		planet_army_build_speed_mult = 0.2
		armies_cost_mult = -0.2
		armies_upkeep_mult = -0.2
		leader_commanders_upkeep_mult = -0.2
	}
	triggered_councilor_modifier = {
		potential = {	exists = owner
						owner = { has_origin = origin_toxic_knights } }
		planet_soldiers_produces_mult = 0.2
	}
	triggered_councilor_modifier = {
		potential = { 	trait_is_gestalt_check = no
						exists = owner
						owner = { NOT = { has_origin = origin_toxic_knights } } }
		pop_soldier_bonus_workforce_mult = 0.2
		planet_soldiers_produces_mult = 0.2
	}
	triggered_councilor_modifier = {
		potential = { trait_is_gestalt_check = yes }
			pop_warrior_drone_bonus_workforce_mult = 0.2
			planet_soldiers_produces_mult = 0.2
	}
	leader_class = { commander }
}


###################
leader_trait_consul_general = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_consul_general"
		RARITY = veteran
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		envoy_improve_relations_mult = 0.5
		diplo_weight_opposing_mult = 0.1							
	}
	triggered_councilor_modifier = {
		potential = { 	exists = owner
						owner = { is_nomadic = no } }
		country_subject_acceptance_add = 10
	}
	triggered_councilor_modifier = {
		potential = { 	exists = owner
						owner = { is_nomadic = yes } }
		nomadic_contract_value_mult = 0.1
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		has_trait = subclass_official_diplomacy_councilor
		exists = owner
		owner = {
			is_homicidal = no
		}
	}
	leader_class = { official }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_consul_general_2 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_consul_general" }
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_consul_general"
		RARITY = veteran
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		envoy_improve_relations_mult = 1
		diplo_weight_opposing_mult = 0.2							   
	}
	triggered_councilor_modifier = {
		potential = { 	exists = owner
						owner = { is_nomadic = no } }
		country_subject_acceptance_add = 20
	}
	triggered_councilor_modifier = {
		potential = { 	exists = owner
						owner = { is_nomadic = yes } }
		nomadic_contract_value_mult = 0.2
	}
	leader_class = { official }
}


###################
leader_trait_shadow_broker = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_shadow_broker"
		RARITY = veteran
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		intel_decryption_add = 1
		intel_encryption_add = 1
		councilor_exp_gain = 0.1
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		has_trait = subclass_official_diplomacy_councilor
	}
	leader_class = { official }
	selectable_weight = {
		inline_script = paragon/subclass_free_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_shadow_broker_2 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_shadow_broker" }
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_shadow_broker"
		RARITY = veteran
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		intel_decryption_add = 2
		intel_encryption_add = 2
		councilor_exp_gain = 0.2
	}
	leader_class = { official }
}


###################
leader_trait_home_guard = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_home_guard"
		RARITY = veteran
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		planet_defense_armies_add = 1
		planet_orbital_bombardment_damage = -0.1
	}
	triggered_councilor_modifier = {
		potential = {	trait_is_wilderness_check = no 
						exists = owner
						owner = { NOT = { has_origin = origin_toxic_knights } } }
		job_soldier_or_warrior_add = 100
		job_soldier_stability_add = 0.2
	}
	triggered_councilor_modifier = {
		potential = {	trait_is_wilderness_check = no 
						exists = owner
						owner = { has_origin = origin_toxic_knights } }
		pop_knight_commander_bonus_workforce_mult = 0.1
		pop_knight_bonus_workforce_mult = 0.1
	}
	triggered_councilor_modifier = {
		potential = {	trait_is_wilderness_check = yes }
			job_soldier_stability_add = 0.3
	}
	leader_potential_add = {
		trait_is_nomad_check = no
		has_paragon_dlc = yes
		has_trait = subclass_commander_councilor
	}
	leader_class = { commander }
	selectable_weight = {
		inline_script = paragon/subclass_free_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_home_guard_2 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_home_guard" }
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_home_guard"
		RARITY = veteran
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		planet_defense_armies_add = 2
		planet_orbital_bombardment_damage = -0.2
	}
	triggered_councilor_modifier = {
		potential = {	trait_is_wilderness_check = no 
						exists = owner
						owner = { NOT = { has_origin = origin_toxic_knights } } }
		job_soldier_or_warrior_add = 200
		job_soldier_stability_add = 0.4
	}
	triggered_councilor_modifier = {
		potential = {	trait_is_wilderness_check = no 
						exists = owner
						owner = { has_origin = origin_toxic_knights } }
		pop_knight_commander_bonus_workforce_mult = 0.2
		pop_knight_bonus_workforce_mult = 0.2
	}
	triggered_councilor_modifier = {
		potential = { trait_is_wilderness_check = yes }
			job_soldier_stability_add = 0.6
	}
	leader_class = { commander }
}


#############
# PROTECTOR #
#############

leader_trait_hardy = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_hardy"
		RARITY = veteran
		COUNCIL = no
		TIER = 1
	}
	fleet_modifier = {
		ship_armor_hardening_add = 0.1
		ship_shield_hardening_add = 0.1
	}
	triggered_army_modifier = {
		potential = { 	exists = owner
						owner? = { is_nomadic = no } }
		army_health = 0.2
	}
	triggered_self_modifier = {
		potential = { 	is_immortal = no
						is_lithoid = no  
						NOT = { species = { has_trait = trait_necrophage } } 
						NOT = { species = { has_trait = trait_venerable } } }
		leader_lifespan_add = 10
		negative_traits_leader = -1
	}
	triggered_self_modifier = {
		potential = { is_immortal = yes 
		}
		leaders_upkeep_mult = -0.10
		negative_traits_leader = -1
	}
	triggered_self_modifier = {
		potential = { 	OR = { 	is_lithoid = yes
								species = { has_trait = trait_necrophage }  
								species = { has_trait = trait_venerable } } }
		leader_lifespan_mult = 0.1
		negative_traits_leader = -1
	}
	leader_class = { commander }
	opposites = {
		leader_trait_slothful
		leader_trait_slothful_2
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
		has_trait = subclass_commander_general
		has_paragon_dlc = yes
	}
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/army_weight_mult
		inline_script = {
			script = paragon/subclass_weight_mult
			SUBCLASS = commander_general
		}
	}
}

leader_trait_hardy_2 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_hardy" }
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_hardy"
		RARITY = veteran
		COUNCIL = no
		TIER = 2
	}
	fleet_modifier = {
		ship_armor_hardening_add = 0.2
		ship_shield_hardening_add = 0.2
	}
	triggered_army_modifier = {
		potential = { 	exists = owner
						owner? = { is_nomadic = no } }
		army_health = 0.4
	}
	triggered_self_modifier = {
		potential = { 	is_immortal = no
						is_lithoid = no  
						NOT = { species = { has_trait = trait_necrophage } } 
						NOT = { species = { has_trait = trait_venerable } } }
		leader_lifespan_add = 20
		negative_traits_leader = -2
	}
	triggered_self_modifier = {
		potential = { is_immortal = yes 
		}
		leaders_upkeep_mult = -0.2
		negative_traits_leader = -2
	}
	triggered_self_modifier = {
		potential = { OR = {	is_lithoid = yes
								species = { has_trait = trait_necrophage }  
								species = { has_trait = trait_venerable } } }
		leader_lifespan_mult = 0.1
		leaders_upkeep_mult = -0.1
		negative_traits_leader = -2
	}
	leader_class = { commander }
	opposites = {
		leader_trait_slothful
		leader_trait_slothful_2
	}
}


###################
leader_trait_martinet = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_martinet"
		RARITY = veteran
		COUNCIL = no
		TIER = 1
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no 
		}
		planet_enforcers_trade_produces_add = 1.5
		planet_enforcers_consumer_goods_upkeep_add = 0.15
		planet_crime_add = -15
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes 
		}
		planet_soldiers_trade_produces_add = 1.5
		planet_soldiers_energy_upkeep_add = 0.15
		planet_crime_no_happiness_add = -15
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no 
		}
		planet_enforcers_trade_produces_add = 0.75
		planet_enforcers_consumer_goods_upkeep_add = 0.075
		planet_crime_add = -7.5
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes 
		}
		planet_soldiers_trade_produces_add = 0.75
		planet_soldiers_energy_upkeep_add = 0.075
		planet_crime_no_happiness_add = -7.5
	}
	leader_class = { commander }
	opposites = {
		leader_trait_lawless
		leader_trait_lawless_2
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
		has_trait = subclass_commander_governor
		has_paragon_dlc = yes
	}
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/governor_weight_mult
	}
}

leader_trait_martinet_2 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_martinet" }
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_martinet"
		RARITY = veteran
		COUNCIL = no
		TIER = 2
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no 
		}
		planet_enforcers_trade_produces_add = 3
		planet_enforcers_consumer_goods_upkeep_add = 0.3
		planet_crime_add = -30
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes 
		}
		planet_soldiers_trade_produces_add = 3
		planet_soldiers_energy_upkeep_add = 0.3
		planet_crime_no_happiness_add = -30
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no 
		}
		planet_enforcers_trade_produces_add = 1.5
		planet_enforcers_consumer_goods_upkeep_add = 0.15
		planet_crime_add = -15
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes 
		}
		planet_soldiers_trade_produces_add = 1.5
		planet_soldiers_energy_upkeep_add = 0.15
		planet_crime_no_happiness_add = -15
	}
	leader_class = { commander }
	opposites = {
		leader_trait_lawless
		leader_trait_lawless_2
	}
}


###################
leader_trait_warden = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_warden"
		RARITY = free_or_veteran
		COUNCIL = no
		TIER = 1
	}
	triggered_planet_modifier = {
		potential = {	trait_is_gestalt_check = no
						exists = owner
						owner = { NOR = { 	has_civic = civic_dystopian_society
											has_civic = civic_civil_education } } }
		planet_defense_armies_add = 5
		planet_enforcers_unity_produces_add = 0.5
		planet_enforcers_consumer_goods_upkeep_add = 0.1
		planet_enforcers_produces_mult = 0.05
	}
	triggered_planet_modifier = {
		potential = {	trait_is_gestalt_check = no
						exists = owner
						owner = { has_civic = civic_civil_education } }
		planet_defense_armies_add = 5
		pop_enforcer_bonus_workforce_mult = 0.25
		pop_telepath_bonus_workforce_mult = 0.25
	}
	triggered_planet_modifier = {
		potential = {	trait_is_gestalt_check = no
						exists = owner
						owner = { has_civic = civic_dystopian_society } }
		planet_defense_armies_add = 5
		pop_dystopian_telepath_bonus_workforce_mult = 0.15
		pop_dystopian_enforcer_bonus_workforce_mult = 0.15
		planet_enforcers_produces_mult = 0.05
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes	}
			planet_defense_armies_add = 5
			planet_soldiers_unity_produces_add = 0.5
			planet_soldiers_alloys_upkeep_add = 0.05
	}
	triggered_sector_modifier = {
		potential = {	trait_is_gestalt_check = no
						exists = owner
						owner = { NOR = { 	has_civic = civic_dystopian_society
											has_civic = civic_civil_education } } }
		planet_defense_armies_add = 2
		planet_enforcers_unity_produces_add = 0.25
		planet_enforcers_consumer_goods_upkeep_add = 0.05
		planet_enforcers_produces_mult = 0.025
	}
	triggered_sector_modifier = {
		potential = {	trait_is_gestalt_check = no
						exists = owner
						owner = { has_civic = civic_civil_education } }
		planet_defense_armies_add = 2
		pop_enforcer_bonus_workforce_mult = 0.125
		pop_telepath_bonus_workforce_mult = 0.125
	}
	triggered_sector_modifier = {
		potential = {	trait_is_gestalt_check = no
						exists = owner
						owner = { has_civic = civic_dystopian_society } }
		planet_defense_armies_add = 2
		pop_dystopian_telepath_bonus_workforce_mult = 0.075
		pop_dystopian_enforcer_bonus_workforce_mult = 0.075
		planet_enforcers_produces_mult = 0.025
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
			planet_defense_armies_add = 2
			planet_soldiers_unity_produces_add = 0.25
			planet_soldiers_alloys_upkeep_add = 0.025
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
		trait_is_nomad_check = no
		OR = {
			has_paragon_dlc = no
			has_trait = subclass_commander_governor
		}
	}
	leader_class = { commander }
	selectable_weight = {
		inline_script = paragon/subclass_free_trait_weight
		inline_script = paragon/governor_weight_mult
	}
}

leader_trait_warden_2 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_warden" }
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_warden"
		RARITY = veteran
		COUNCIL = no
		TIER = 2
	}
	triggered_planet_modifier = {
		potential = {	trait_is_gestalt_check = no
						exists = owner
						owner = { NOR = { 	has_civic = civic_dystopian_society
											has_civic = civic_civil_education } } }
		planet_defense_armies_add = 10
		planet_enforcers_unity_produces_add = 1
		planet_enforcers_consumer_goods_upkeep_add = 0.2
		planet_enforcers_produces_mult = 0.1
	}
	triggered_planet_modifier = {
		potential = {	trait_is_gestalt_check = no
						exists = owner
						owner = { has_civic = civic_civil_education } }
		planet_defense_armies_add = 10
		pop_enforcer_bonus_workforce_mult = 0.5
		pop_telepath_bonus_workforce_mult = 0.5
	}
	triggered_planet_modifier = {
		potential = {	trait_is_gestalt_check = no
						exists = owner
						owner = { has_civic = civic_dystopian_society } }
		planet_defense_armies_add = 10
		pop_dystopian_telepath_bonus_workforce_mult = 0.3
		pop_dystopian_enforcer_bonus_workforce_mult = 0.3
		planet_enforcers_produces_mult = 0.1
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
			planet_defense_armies_add = 10
			planet_soldiers_unity_produces_add = 1
			planet_soldiers_alloys_upkeep_add = 0.1
	}
	triggered_sector_modifier = {
		potential = {	trait_is_gestalt_check = no
						exists = owner
						owner = { NOR = { 	has_civic = civic_dystopian_society
											has_civic = civic_civil_education } } }
		planet_defense_armies_add = 4
		planet_enforcers_unity_produces_add = 0.5
		planet_enforcers_consumer_goods_upkeep_add = 0.1
		planet_enforcers_produces_mult = 0.05
	}
	triggered_sector_modifier = {
		potential = {	trait_is_gestalt_check = no
						exists = owner
						owner = { has_civic = civic_civil_education } }
		planet_defense_armies_add = 4
		pop_enforcer_bonus_workforce_mult = 0.25
		pop_telepath_bonus_workforce_mult = 0.25
	}
	triggered_sector_modifier = {
		potential = {	trait_is_gestalt_check = no
						exists = owner
						owner = { has_civic = civic_dystopian_society } }
		planet_defense_armies_add = 4
		pop_dystopian_telepath_bonus_workforce_mult = 0.15
		pop_dystopian_enforcer_bonus_workforce_mult = 0.15
		planet_enforcers_produces_mult = 0.05
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
			planet_defense_armies_add = 4
			planet_soldiers_unity_produces_add = 0.5
			planet_soldiers_alloys_upkeep_add = 0.05
	}
	leader_class = { commander }
	selectable_weight = @subclass_trait_weight
}


###################
leader_trait_reinforcer = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_reinforcer"
		RARITY = veteran
		COUNCIL = no
		TIER = 1
	}
	planet_modifier = {
		planet_orbital_bombardment_damage = -0.2
		army_defense_health_mult = 0.2
		army_defense_damage_mult = 0.2
		planet_soldiers_unity_produces_add = 1
		planet_soldiers_alloys_upkeep_add = 0.2
	}
	triggered_planet_modifier = {
		potential = {	exists = owner
						owner = { has_origin = origin_toxic_knights} }
		planet_knights_upkeep_mult = 0.2
	}
	sector_modifier = {
		planet_orbital_bombardment_damage = -0.1
		army_defense_health_mult = 0.1
		army_defense_damage_mult = 0.1
		planet_soldiers_unity_produces_add = 0.5
		planet_soldiers_alloys_upkeep_add = 0.1
	}
	triggered_sector_modifier = {
		potential = {	exists = owner
						owner = { has_origin = origin_toxic_knights} }
		planet_knights_upkeep_mult = 0.1
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
		has_paragon_dlc = yes
		has_trait = subclass_commander_governor
		trait_is_nomad_check = no
	}
	leader_class = { commander }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/governor_weight_mult
	}
}

leader_trait_reinforcer_2 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_reinforcer" }
	ftl_inhibitor = yes
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_reinforcer"
		RARITY = veteran
		COUNCIL = no
		TIER = 2
	}
	replace_traits = { leader_trait_reinforcer }
	planet_modifier = {
		planet_orbital_bombardment_damage = -0.4
		army_defense_health_mult = 0.4
		army_defense_damage_mult = 0.4
		planet_soldiers_unity_produces_add = 2
		planet_soldiers_alloys_upkeep_add = 0.4
	}
	triggered_planet_modifier = {
		potential = {	exists = owner
						owner = { has_origin = origin_toxic_knights} }
		planet_knights_upkeep_mult = 0.4
	}
	sector_modifier = {
		planet_orbital_bombardment_damage = -0.2
		army_defense_health_mult = 0.2
		army_defense_damage_mult = 0.2
		planet_soldiers_unity_produces_add = 1
		planet_soldiers_alloys_upkeep_add = 0.2
	}
	triggered_sector_modifier = {
		potential = {	exists = owner
						owner = { has_origin = origin_toxic_knights} }
		planet_knights_upkeep_mult = 0.2
	}
	leader_class = { commander }
}


###################
leader_trait_guardian = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_guardian"
		RARITY = veteran
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		starbase_defensive_war_ship_build_speed_mult = 0.1
		shipclass_military_station_damage_mult = 0.1
		shipclass_military_station_hull_mult = 0.1
		ship_military_station_small_cost_mult = -0.05
		ship_military_station_small_upkeep_mult = -0.05
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
		has_paragon_dlc = yes
		has_trait = subclass_commander_councilor
		has_ethic = ethic_pacifist
		trait_is_nomad_check = no
	}
	leader_class = { commander }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_guardian_2 = {
	leader_trait_type = veteran
	replace_traits = { leader_trait_guardian }
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_guardian"
		RARITY = veteran
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		starbase_defensive_war_ship_build_speed_mult = 0.2
		shipclass_military_station_damage_mult = 0.2
		shipclass_military_station_hull_mult = 0.2
		ship_military_station_small_cost_mult = -0.1
		ship_military_station_small_upkeep_mult = -0.1
						   
	}
	leader_class = { commander }
}


###################
leader_trait_conscripter = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_conscripter"
		RARITY = veteran
		COUNCIL = no
		TIER = 1
	}
	triggered_planet_modifier = {
		potential = { 	exists = owner
						owner? = { is_nomadic = no }}
		planet_army_build_speed_mult = 0.25
		army_starting_experience_add = 250
		planet_soldiers_alloys_upkeep_mult = -0.25
	}
	triggered_sector_modifier = {
		potential = { 	exists = owner
						owner? = { is_nomadic = no }}
		planet_army_build_speed_mult = 0.125
		army_starting_experience_add = 125
		planet_soldiers_alloys_upkeep_mult = -0.125
	}
	triggered_planet_modifier = {
		potential = { 	exists = owner
						owner? = { is_nomadic = yes }
						owner = { NOT = { has_origin = origin_toxic_knights} } }
		planet_soldiers_unity_produces_add = 0.75
		planet_soldiers_alloys_upkeep_add = 0.25
	}
	triggered_planet_modifier = {
		potential = {	trait_is_wilderness_check = no
						exists = owner
						owner = { NOT = { has_origin = origin_toxic_knights} } }
		job_soldier_or_warrior_add = 250
	}
	triggered_planet_modifier = {
		potential = {	trait_is_wilderness_check = no
						exists = owner
						owner = { has_origin = origin_toxic_knights } }
		job_knight_add = 125
		planet_knights_upkeep_mult = -0.125
	}
	triggered_planet_modifier = {
		potential = { trait_is_wilderness_check = yes }
			pop_warrior_drone_bonus_workforce_mult = 0.15
	}
	triggered_sector_modifier = {
		potential = {	trait_is_wilderness_check = no
						exists = owner
						owner? = { is_nomadic = no } }
		job_soldier_or_warrior_add = 125
	}
	triggered_sector_modifier = {
		potential = { 	trait_is_wilderness_check = yes
						exists = owner
						owner? = { is_nomadic = no } }
		pop_warrior_drone_bonus_workforce_mult = 0.075
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
		has_paragon_dlc = yes
		has_trait = subclass_commander_governor
	}
	leader_class = { commander }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/governor_weight_mult
	}
}

leader_trait_conscripter_2 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_conscripter" }
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_conscripter"
		RARITY = veteran
		COUNCIL = no
		TIER = 2
	}
	triggered_planet_modifier = {
		potential = { 	exists = owner
						owner? = { is_nomadic = no }}
		planet_army_build_speed_mult = 0.5
		army_starting_experience_add = 500
		planet_soldiers_alloys_upkeep_mult = -0.5
	}
	triggered_sector_modifier = {
		potential = { 	exists = owner
						owner? = { is_nomadic = no }}
		planet_army_build_speed_mult = 0.25
		army_starting_experience_add = 250
		planet_soldiers_alloys_upkeep_mult = -0.25
	}
	triggered_planet_modifier = {
		potential = { 	exists = owner
						owner? = { is_nomadic = yes }
						owner = { NOT = { has_origin = origin_toxic_knights} } }
		planet_soldiers_unity_produces_add = 1.5
		planet_soldiers_alloys_upkeep_add = 0.5
	}
	triggered_planet_modifier = {
		potential = {	trait_is_wilderness_check = no
						exists = owner
						owner = { NOT = { has_origin = origin_toxic_knights} } }
		job_soldier_or_warrior_add = 500
	}
	triggered_planet_modifier = {
		potential = {	trait_is_wilderness_check = no
						exists = owner
						owner = { has_origin = origin_toxic_knights } }
		job_knight_add = 250
		planet_knights_upkeep_mult = -0.25
	}
	triggered_planet_modifier = {
		potential = { trait_is_wilderness_check = yes }
			pop_warrior_drone_bonus_workforce_mult = 0.3
	}
	triggered_sector_modifier = {
		potential = {	trait_is_wilderness_check = no
						exists = owner
						owner? = { is_nomadic = no } }
		job_soldier_or_warrior_add = 250
	}
	triggered_sector_modifier = {
		potential = { 	trait_is_wilderness_check = yes
						exists = owner
						owner? = { is_nomadic = no } }
		pop_warrior_drone_bonus_workforce_mult = 0.15
	}
	leader_class = { commander }
}


###################
# DESTINY TRAITS  #
###################

leader_trait_taskmaster = {
	leader_trait_type = destiny
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_taskmaster"
		RARITY = paragon
		COUNCIL = no
		TIER = none
	}
	on_gained_effect = {
		owner = {
			country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait
		}
	}
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = {
				country_uses_food = yes
			}
		}
		planet_soldiers_energy_produces_add = 0.5
		planet_soldiers_minerals_produces_add = 0.5
		planet_soldiers_food_produces_add = 0.5
		planet_soldiers_trade_produces_add = 0.5
		army_starting_experience_add = 500
	}
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = {
				country_uses_food = no
			}
		}
		planet_soldiers_energy_produces_add = 1
		planet_soldiers_minerals_produces_add = 1
		army_starting_experience_add = 500
	}
	triggered_planet_modifier = {
		potential = {	exists = owner
						owner = { has_origin = origin_toxic_knights } }
		planet_knights_upkeep_mult = 0.25
	}
	triggered_sector_modifier = {
		potential = {	exists = owner
						owner? = { is_nomadic = no }
						owner = { country_uses_food = yes } }
		planet_soldiers_energy_produces_add = 0.25
		planet_soldiers_minerals_produces_add = 0.25
		planet_soldiers_food_produces_add = 0.25
		planet_soldiers_trade_produces_add = 0.25
		army_starting_experience_add = 250
	}
	triggered_sector_modifier = {
		potential = {	exists = owner
						owner = { has_origin = origin_toxic_knights } }
		planet_knights_upkeep_mult = 0.125
	}
	triggered_sector_modifier = {
		potential = {	exists = owner
						owner? = { is_nomadic = no }
						owner = { country_uses_food = no } }
		planet_soldiers_energy_produces_add = 0.5
		planet_soldiers_minerals_produces_add = 0.5
		army_starting_experience_add = 250
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		has_trait = subclass_commander_governor
	}
	leader_class = { commander }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/governor_weight_mult
	}
	background_icon = "GFX_leader_background_destiny_1"
}

leader_trait_fortress_cracker = {
	leader_trait_type = destiny
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_fortress_cracker"
		RARITY = paragon
		COUNCIL = no
		TIER = none
	}
	on_gained_effect = {
		owner = {
			country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait
		}
	}
	army_modifier = {
		army_damage_mult = 0.5
		army_collateral_damage_mult = 1
	}
	fleet_modifier = {
		ship_hull_damage_mult = 0.5
		ship_damage_against_starbases_mult = 0.5
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		has_trait = subclass_commander_general
	}
	leader_class = { commander }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/army_weight_mult
		inline_script = paragon/pilot_weight_mult
		inline_script = {
			script = paragon/subclass_weight_mult
			SUBCLASS = commander_general
		}
	}
	background_icon = "GFX_leader_background_destiny_1"
}

leader_trait_chainbreaker = {
	leader_trait_type = destiny
	ethic_destiny_trait = yes
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_chainbreaker"
		RARITY = paragon
		COUNCIL = no
		TIER = none
	}
	on_gained_effect = {
		owner = {
			country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait
		}
	}
	army_modifier = {
		army_morale = 0.5
		army_disengage_chance_mult = 0.5
	}
	fleet_modifier = {
		ship_orbital_bombardment_pop_damage_mult = -0.5
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
							FROM = {	exists = owner
										owner = {	is_same_value = root.owner } } }
		job_soldier_or_warrior_add = 250
		planet_soldiers_unity_produces_add = 0.25
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		has_trait = subclass_commander_general
		OR = {
			has_ethic = ethic_xenophile
			has_ethic = ethic_egalitarian
		}
	}
	leader_class = { commander }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/army_weight_mult
		inline_script = {
			script = paragon/subclass_weight_mult
			SUBCLASS = commander_general
		}
	}
	custom_tooltip_with_modifiers = leader_trait_chainbreaker_effect
	background_icon = "GFX_leader_background_destiny_1"
}

leader_trait_honored_warmaster = {
	leader_trait_type = destiny
	ethic_destiny_trait = yes
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_honored_warmaster"
		RARITY = paragon
		COUNCIL = no
		TIER = none
	}
	on_gained_effect = {
		owner = {
			country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait
		}
	}
	triggered_planet_modifier = {
		potential = {	trait_is_wilderness_check = no
						exists = owner
						owner = { NOT = { has_origin = origin_toxic_knights} } }
		job_soldier_or_warrior_add = 500
		pop_soldier_bonus_workforce_mult = 0.15
	}
	triggered_planet_modifier = {
		potential = {	trait_is_wilderness_check = no
						exists = owner
						owner = { has_origin = origin_toxic_knights } }
		job_knight_add = 500
	}
	triggered_planet_modifier = {
		potential = { trait_is_wilderness_check = yes }
			pop_warrior_drone_bonus_workforce_mult = 0.4
	}
	triggered_sector_modifier = {
		potential = {	trait_is_wilderness_check = no 
						owner? = { is_nomadic = no } }
		job_soldier_or_warrior_add = 250
		pop_soldier_bonus_workforce_mult = 0.075
	}
	triggered_sector_modifier = {
		potential = { 	trait_is_wilderness_check = yes 
						owner? = { is_nomadic = no } }
			pop_warrior_drone_bonus_workforce_mult = 0.2
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		has_trait = subclass_commander_governor
		NOT = { has_ethic = ethic_pacifist }
	}
	leader_class = { commander }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/governor_weight_mult
	}
	background_icon = "GFX_leader_background_destiny_1"
}

leader_trait_academia_recruiter = {
	leader_trait_type = destiny
	ethic_destiny_trait = yes
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_academia_recruiter"
		RARITY = paragon
		COUNCIL = no
		TIER = none
	}
	on_gained_effect = {
		owner = {
			country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait
		}
	}
	planet_modifier = {
		#job_researcher_naval_cap_add = 1
		planet_jobs_engineering_research_produces_mult = 0.1
		planet_soldiers_engineering_research_produces_add = 1
		planet_enforcers_engineering_research_produces_add = 1
		planet_soldiers_consumer_goods_upkeep_add = 0.2
		planet_enforcers_consumer_goods_upkeep_add = 0.2
		#planet_physicists_alloys_upkeep_add = 0.1
		#planet_biologists_alloys_upkeep_add = 0.1
		#planet_engineers_alloys_upkeep_add = 0.1
	}
	triggered_planet_modifier = {
		potential = {	exists = owner
						owner = { has_origin = origin_toxic_knights} }
		planet_knights_upkeep_mult = 0.2
	}
	triggered_planet_modifier = {
		potential = {	exists = owner
						owner = { is_worker_coop_empire = no } }
		planet_politicians_engineering_research_produces_add = 1
		planet_politicians_consumer_goods_upkeep_add = 0.2
	}
	sector_modifier = {
		#job_researcher_naval_cap_add = 0.5
		planet_jobs_engineering_research_produces_mult = 0.05
		planet_soldiers_engineering_research_produces_add = 0.5
		planet_enforcers_engineering_research_produces_add = 0.5
		planet_soldiers_consumer_goods_upkeep_add = 0.1
		planet_enforcers_consumer_goods_upkeep_add = 0.1
		#planet_physicists_alloys_upkeep_add = 0.05
		#planet_biologists_alloys_upkeep_add = 0.05
		#planet_engineers_alloys_upkeep_add = 0.05
	}
	triggered_sector_modifier = {
		potential = {	exists = owner
						owner? = { is_nomadic = no }
						owner = { has_origin = origin_toxic_knights} }
		planet_knights_upkeep_mult = 0.1
	}
	triggered_sector_modifier = {
		potential = {	exists = owner
						owner? = { is_nomadic = no }
						owner = { is_worker_coop_empire = no } }
		planet_politicians_engineering_research_produces_add = 0.5
		planet_politicians_consumer_goods_upkeep_add = 0.1
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		has_trait = subclass_commander_governor
		has_ethic = ethic_materialist
	}
	leader_class = { commander }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/governor_weight_mult
	}
	background_icon = "GFX_leader_background_destiny_1"
}

leader_trait_supreme_warrior = {
	leader_trait_type = destiny
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_supreme_warrior"
		RARITY = paragon
		COUNCIL = no
		TIER = none
	}
	on_gained_effect = {
		owner = {
			country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait
		}
	}
	army_modifier = {
		army_morale_damage_mult = 0.5
		army_health = 0.5
		army_collateral_damage_mult = -0.5
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
							FROM = {	exists = owner
										owner = {	is_same_value = root.owner } } }
		job_soldier_or_warrior_add = 200
		planet_soldiers_society_research_produces_add = 0.1
		planet_soldiers_engineering_research_produces_add = 0.1
		planet_soldiers_physics_research_produces_add = 0.1
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		has_trait = subclass_commander_general
	}
	leader_class = { commander }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/army_weight_mult
		inline_script = {
			script = paragon/subclass_weight_mult
			SUBCLASS = commander_general
		}
	}
	background_icon = "GFX_leader_background_destiny_1"
}

leader_trait_spymaster = {
	leader_trait_type = destiny
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_spymaster"
		RARITY = paragon
		COUNCIL = yes
		TIER = none
	}
	on_gained_effect = {
		owner = {
			country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait
		}
	}
	councilor_modifier = {
		spy_network_daily_value_mult = 0.2
		espionage_operation_cost_mult = -0.2
		country_influence_produces_mult = 0.2
		envoys_add = 2
		intel_decryption_add = 2
	}
	triggered_councilor_modifier = {
		potential = { 	trait_is_gestalt_check = no 
						exists = owner
						NOT = { owner = { has_civic = civic_dystopian_society  } } }
		pop_enforcer_bonus_workforce_mult = 0.2
		pop_telepath_bonus_workforce_mult = 0.2
	}
	triggered_councilor_modifier = {
		potential = { 	trait_is_gestalt_check = no 
						exists = owner
						owner = { has_civic = civic_dystopian_society  } }
		pop_dystopian_telepath_bonus_workforce_mult = 0.2
		pop_dystopian_enforcer_bonus_workforce_mult = 0.2
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		has_trait = subclass_official_diplomacy_councilor
	}
	leader_class = { official }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/council_weight_mult
	}
	background_icon = "GFX_leader_background_destiny_1"
}

leader_trait_totalitarian = {
	leader_trait_type = destiny
	ethic_destiny_trait = yes
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_totalitarian"
		RARITY = paragon
		COUNCIL = yes
		TIER = none
	}
	on_gained_effect = {
		owner = {
			country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait
		}
	}
	councilor_modifier = {
		diplo_weight_mult = 0.2
		divided_patrongage_max_subjects = 1
		country_councilor_influence_produces_add = 1
		country_naval_capacity_contribution_from_subjects_mult = 0.1
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		has_trait = subclass_official_diplomacy_councilor
		has_ethic = ethic_authoritarian
	}
	leader_class = { official }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/council_weight_mult
		modifier = {
			exists = owner
			owner = { is_overlord = no }
			factor = 0.3
		}
	}
	background_icon = "GFX_leader_background_destiny_1"
}

leader_trait_bellicose = {
	leader_trait_type = destiny
	force_councilor_trait = yes
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_bellicose"
		RARITY = paragon
		COUNCIL = yes
		TIER = none
	}
	on_gained_effect = {
		owner = {
			country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait
		}
	}
	triggered_councilor_modifier = {
		potential = {	exists = owner
						owner = { has_origin = origin_toxic_knights } }
		pop_knight_commander_bonus_workforce_mult = 0.1
		pop_knight_bonus_workforce_mult = 0.1
	}
	triggered_councilor_modifier = {
		potential = { 	trait_is_gestalt_check = no 
						exists = owner
						owner = { NOT = { has_origin = origin_toxic_knights } } }
		pop_soldier_bonus_workforce_mult = 0.2
	}
	triggered_councilor_modifier = {
		potential = { trait_is_gestalt_check = yes }
			pop_warrior_drone_bonus_workforce_mult = 0.2
	}
	custom_tooltip_with_modifiers = leader_trait_bellicose_effect
	leader_potential_add = {
		has_paragon_dlc = yes
		has_trait = subclass_commander_councilor
	}
	leader_class = { commander }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/council_weight_mult
	}
	background_icon = "GFX_leader_background_destiny_1"
}

###################
# NEGATIVE TRAITS #
###################

leader_trait_armchair_commander = {
	leader_trait_type = negative
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_armchair_commander"
		COUNCIL = no
		TIER = 1
	}
	army_modifier = {
		army_morale = -0.1
		army_damage_mult = -0.1
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
		is_gestalt = no
	}
	leader_class = { commander }
	opposites = {
		leader_trait_butcher
	}
	selectable_weight = {
		weight = @class_negative_trait_weight
		inline_script = paragon/army_weight_mult
	}
}

leader_trait_armchair_commander_2 = {
	leader_trait_type = negative
	replace_traits = { "leader_trait_armchair_commander" }
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_armchair_commander"
		COUNCIL = no
		TIER = 2
	}
	army_modifier = {
		army_morale = -0.2
		army_damage_mult = -0.2
	}
	leader_class = { commander }
	opposites = {
		leader_trait_butcher
	}
	selectable_weight = @tier2_negative_trait_weight
}

###################
leader_trait_uninspiring = {
	leader_trait_type = negative
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_uninspiring"
		COUNCIL = no
		TIER = 1
	}
	army_modifier = {
		army_morale = -0.15
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
		exists = owner
		owner = {
			is_robot_empire = no
		}
	}
	leader_class = { commander }
	selectable_weight = {
		weight = @class_negative_trait_weight
		inline_script = paragon/army_weight_mult
	}
}

leader_trait_uninspiring_2 = {
	leader_trait_type = negative
	replace_traits = { "leader_trait_uninspiring" }
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_uninspiring"
		COUNCIL = no
		TIER = 2
	}
	army_modifier = {
		army_morale = -0.3
	}
	leader_class = { commander }
	selectable_weight = @tier2_negative_trait_weight
}

###################
leader_trait_slothful = {
	leader_trait_type = negative
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_slothful"
		COUNCIL = no
		TIER = 1
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
	}
	army_modifier = {
		army_health = -0.15
	}
	leader_class = { commander }
	opposites = {
		leader_trait_hardy
		leader_trait_hardy_2
	}
	selectable_weight = {
		weight = @class_negative_trait_weight
		inline_script = paragon/army_weight_mult
		modifier = {
			species = {
				OR = {
					has_trait = trait_sedentary
					has_trait = trait_decadent
					has_trait = trait_robot_decadent
				}
			}
			factor = @species_trait_weight_mult
		}
	}
}

leader_trait_slothful_2 = {
	leader_trait_type = negative
	replace_traits = { "leader_trait_slothful" }
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_slothful"
		COUNCIL = no
		TIER = 2
	}
	army_modifier = {
		army_health = -0.3
	}
	leader_class = { commander }
	opposites = {
		leader_trait_hardy
		leader_trait_hardy_2
	}
	selectable_weight = @tier2_negative_trait_weight
}

###################
leader_trait_victory_or_death = {
	leader_trait_type = negative
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_victory_or_death"
		COUNCIL = no
		TIER = 1
	}
	army_modifier = {
		army_disengage_chance_mult = -0.5
		army_damage_mult = 0.05
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
		NOT = { has_ethic = ethic_pacifist }
	}
	leader_class = { commander }
	opposites = {
		leader_trait_restrained
	}
	selectable_weight = {
		weight = @class_negative_trait_weight
		inline_script = paragon/army_weight_mult
	}
}

leader_trait_victory_or_death_2 = {
	leader_trait_type = negative
	replace_traits = { "leader_trait_victory_or_death" }
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_victory_or_death"
		COUNCIL = no
		TIER = 2
	}
	army_modifier = {
		army_disengage_chance_mult = -1
		army_damage_mult = 0.1
	}
	leader_class = { commander }
	opposites = {
		leader_trait_restrained
	}
	selectable_weight = @tier2_negative_trait_weight
}

###################
leader_trait_disorganized = {
	leader_trait_type = negative
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_disorganized"
		COUNCIL = no
		TIER = 1
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
	}
	army_modifier = {
		armies_upkeep_mult = 0.25
	}
	leader_class = { commander }
	opposites = {
	}
	selectable_weight = {
		weight = @class_negative_trait_weight
		inline_script = paragon/army_weight_mult
		modifier = {
			species = {
				has_trait = trait_unruly
			}
			factor = @species_trait_weight_mult
		}
	}
}

leader_trait_disorganized_2 = {
	leader_trait_type = negative
	replace_traits = { "leader_trait_disorganized" }
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_disorganized"
		COUNCIL = no
		TIER = 2
	}
	army_modifier = {
		armies_upkeep_mult = 0.5
	}
	leader_class = { commander }
	opposites = {
	}
	selectable_weight = @tier2_negative_trait_weight
}

###################
leader_trait_lawless = {
	leader_trait_type = negative
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_lawless"
		COUNCIL = no
		TIER = 1
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
		NOT = { has_trait_tier1or2 = { TRAIT = leader_trait_corrupt } }
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
		planet_crime_add = 15
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
		planet_crime_no_happiness_add = 15
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
		planet_crime_add = 7.5
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
		planet_crime_no_happiness_add = 7.5
	}
	leader_class = { commander official scientist }
	opposites = {
		leader_trait_righteous
		leader_trait_righteous_2
		leader_trait_martinet
		leader_trait_martinet_2
	}
	selectable_weight = {
		weight = @class_negative_trait_weight
		inline_script = paragon/governor_weight_mult
		modifier = {
			species = {
				has_trait = trait_unruly
			}
			factor = @species_trait_weight_mult
		}
	}
}

leader_trait_lawless_2 = {
	leader_trait_type = negative
	replace_traits = { "leader_trait_lawless" }
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_lawless"
		COUNCIL = no
		TIER = 2
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
		planet_crime_add = 30
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
		planet_crime_no_happiness_add = 30
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
		planet_crime_add = 15
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
		planet_crime_no_happiness_add = 15
	}
	leader_class = { commander official scientist }
	opposites = {
		leader_trait_righteous
		leader_trait_righteous_2
		leader_trait_martinet
		leader_trait_martinet_2
	}
	selectable_weight = @tier2_negative_trait_weight
}

################
#SPECIAL TRAITS#
################

leader_trait_aturion_organizer = {
	leader_trait_type = destiny
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_supreme_organizer"
		RARITY = paragon
		COUNCIL = yes
		TIER = none
	}
	on_gained_effect = {
		owner = {
			country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait
		}
	}
	councilor_modifier = {
		empire_size_penalty_mult = -0.15
		pop_government_ethic_attraction = 0.50
		pop_happiness = -0.15
	}
	leader_potential_add = {
		has_paragon_dlc = yes
	}
	leader_class = { commander }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = {
			script = paragon/ethic_weight_mult
			IS = xenophobe
			NOT = xenophile
		}
	}
	background_icon = "GFX_leader_background_destiny_1"
	randomized = no
}

leader_trait_tzrynn_tithe = {
	leader_trait_type = destiny
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_academic_minor_artifacts_expert"
		RARITY = paragon
		COUNCIL = no
		TIER = none
	}
	on_gained_effect = {
		owner = {
			country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait
		}
	}
	self_modifier = {
		leaders_upkeep_mult = 0.25
		species_leader_exp_gain = 0.25
	}
	army_modifier = {
		army_collateral_damage_mult = -0.25
		army_morale_damage_mult = 0.25
		army_damage_taken_mult = -0.25
	}
	leader_class = { commander }
	custom_tooltip_with_modifiers = leader_trait_kidnapper_3_effect
	background_icon = "GFX_leader_background_destiny_1"
	randomized = no
}
