leader_trait_adventurous_spirit = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_adventurous_spirit"
		RARITY = veteran
		COUNCIL = no
		TIER = 1
	}
	triggered_councilor_modifier = {
		potential = { is_ruler = yes 
					  exists = owner
					  owner = { has_origin = origin_treasure_hunters } }
		leaders_cost_mult = -0.05
	}
	triggered_self_modifier = {
		potential = { is_councilor = no 
					  exists = owner
					  owner = { has_origin = origin_treasure_hunters } }
		leaders_upkeep_mult = -0.05
		species_leader_exp_gain = 0.05
	}
	triggered_self_modifier = {
		potential = { is_councilor = no 
					  exists = owner
					  owner = { NOT = { has_origin = origin_treasure_hunters} } }
		leaders_upkeep_mult = -0.1
		species_leader_exp_gain = 0.1
		leader_skill_add = 1
	}
	triggered_modifier = {
		potential = {
			leader_class = commander
			owner? = {
				is_nomadic = yes
				NOT = { has_origin = origin_treasure_hunters}
			}
		}
		science_ship_survey_speed = 0.1
	}
	triggered_modifier = {
		potential = {
			leader_class = commander
			owner? = {
				is_nomadic = yes
				has_origin = origin_treasure_hunters
			}
		}
		science_ship_survey_speed = 0.05
	}
	leader_potential_add = {
		is_councilor = no
		trait_is_crisis_faction_check = no
		has_paragon_dlc = yes
		NOT = { has_trait = leader_trait_eager }
	}
	custom_tooltip_with_modifiers = leader_trait_adventurous_spirit_effect
	leader_class = { commander scientist official }
	selectable_weight = {
		weight = @shared_trait_weight
		inline_script = paragon/not_council_weight_mult
	}
}

leader_trait_adventurous_spirit_2 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_adventurous_spirit" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_adventurous_spirit"
		RARITY = veteran
		COUNCIL = no
		TIER = 2
	}
	triggered_councilor_modifier = {
		potential = { is_ruler = yes 
					  exists = owner
					  owner = { has_origin = origin_treasure_hunters } }
		leaders_cost_mult = -0.1
	}
	triggered_self_modifier = {
		potential = { is_councilor = no 
					  exists = owner
					  owner = { has_origin = origin_treasure_hunters } }
		leaders_upkeep_mult = -0.1
		species_leader_exp_gain = 0.1
	}
	triggered_self_modifier = {
		potential = { is_councilor = no 
					  exists = owner
					  owner = { NOT = { has_origin = origin_treasure_hunters} } }
		leaders_upkeep_mult = -0.2
		species_leader_exp_gain = 0.2
		leader_skill_add = 2
	}
	triggered_modifier = {
		potential = {
			leader_class = commander
			owner? = {
				is_nomadic = yes
				NOT = { has_origin = origin_treasure_hunters}
			}
		}
		science_ship_survey_speed = 0.2
	}
	triggered_modifier = {
		potential = {
			leader_class = commander
			owner? = {
				is_nomadic = yes
				has_origin = origin_treasure_hunters
			}
		}
		science_ship_survey_speed = 0.1
	}
	custom_tooltip_with_modifiers = leader_trait_adventurous_spirit_effect
	leader_class = { commander scientist official }
}

leader_trait_adventurous_spirit_3 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_adventurous_spirit_2" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_adventurous_spirit"
		RARITY = veteran
		COUNCIL = no
		TIER = 3
	}
	triggered_councilor_modifier = {
		potential = { is_ruler = yes 
					  exists = owner
					  owner = { has_origin = origin_treasure_hunters } }
		leaders_cost_mult = -0.15
	}
	triggered_self_modifier = {
		potential = { is_councilor = no 
					  exists = owner
					  owner = { has_origin = origin_treasure_hunters } }
		leaders_upkeep_mult = -0.15
		species_leader_exp_gain = 0.15
	}
	triggered_self_modifier = {
		potential = { is_councilor = no 
					  exists = owner
					  owner = { NOT = { has_origin = origin_treasure_hunters} } }
		leaders_upkeep_mult = -0.3
		species_leader_exp_gain = 0.3
		leader_skill_add = 3
	}
	triggered_modifier = {
		potential = {
			leader_class = commander
			owner? = {
				is_nomadic = yes
				NOT = { has_origin = origin_treasure_hunters}
			}
		}
		science_ship_survey_speed = 0.3
	}
	triggered_modifier = {
		potential = {
			leader_class = commander
			owner? = {
				is_nomadic = yes
				has_origin = origin_treasure_hunters
			}
		}
		science_ship_survey_speed = 0.15
	}
	custom_tooltip_with_modifiers = leader_trait_adventurous_spirit_effect
	leader_class = { commander scientist official }
}

###################
leader_trait_eager = {
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_eager"
		RARITY = common
		COUNCIL = no
		TIER = 1
	}

	self_modifier = {
		leaders_cost_mult = -0.5
		leaders_upkeep_mult = -0.1
		species_leader_exp_gain = 0.1
	}
	triggered_modifier = {
		potential = {
			leader_class = commander
			owner? = {
				is_nomadic = yes
			}
		}
		science_ship_survey_speed = 0.1
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
		is_pool_leader = yes # Starting trait only.
		NOT = { has_trait_tier1or2or3 = { TRAIT = leader_trait_adventurous_spirit } }
	}
	custom_tooltip_with_modifiers = "leader_trait_opportunity_custom_effect"
	leader_class = { commander scientist official }
	selectable_weight = @shared_trait_weight
}

###################
leader_trait_resilient = {
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_resilient"
		RARITY = common
		COUNCIL = no
		TIER = 1
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
		from = {
			is_toxic_baths_empire = no
		}
	}
	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 = 25
	}
	triggered_self_modifier = {
		potential = { is_immortal = yes }
		leaders_upkeep_mult = -0.25
	}
	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 = -0.15
	}
	leader_class = { commander scientist official }
	opposites = {
		leader_trait_substance_abuser
		leader_trait_substance_abuser_2
	}
	selectable_weight = @shared_trait_weight
}

###################
leader_trait_adaptable = {
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_adaptable"
		RARITY = common
		COUNCIL = no
		TIER = 1
	}
	self_modifier = {
		species_leader_exp_gain = 0.25
	}
	leader_class = { commander scientist official }
	opposites = {
		leader_trait_stubborn
		leader_trait_stubborn_2
	}
	selectable_weight = @shared_trait_weight
}

###################
leader_trait_politician = {
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_politician"
		RARITY = common
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		council_agenda_progress_speed = 0.1
	}
	triggered_federation_modifier = { 
		potential = { 	is_ruler = no
						is_gestalt = no
						leader_class = official }
		federation_experience_add = 0.5
		cohesion_add = 0.5
	}
	triggered_galcom_modifier = { 
		potential = { 	is_ruler = no
						is_gestalt = no
						leader_class = official }
		diplo_weight_mult = 0.05
		resolutions_cost_mult = -0.05
	}
	leader_potential_add = {
		OR = {
			is_gestalt = no
			AND = {
				is_gestalt = yes
				is_councilor = yes
			}
		}
	}
	leader_class = { commander scientist official }
	selectable_weight = {
		weight = @class_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

###################
leader_trait_capitalist = {
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_capitalist"
		RARITY = common
		COUNCIL = no
		TIER = 1
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
		trait_is_wilderness_check = no
		has_global_flag = game_started
		has_base_skill > 1
		NOT = {
			has_leader_flag = block_homeworld_traits
		}
	}
	#triggered_background_planet_modifier = {
		#potential = {
			#exists = FROM
			#FROM = {
				#exists = owner
				#owner = {
					#is_same_value = root.owner
				#}
			#}
			#trait_is_gestalt_check = no
		#}
		#job_technician_add = 200
	#}
	#triggered_background_planet_modifier = {
		#potential = {
			#exists = FROM
			#FROM = {
				#exists = owner
				#owner = {
					#is_same_value = root.owner
				#}
			#}
			#trait_is_gestalt_check = yes
		#}
		#job_technician_drone_add = 200
	#}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
			pop_technician_bonus_workforce_mult = 0.1
			job_technician_add = 100
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
			pop_technician_bonus_workforce_mult = 0.05
			job_technician_add = 50
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
			pop_technician_drone_bonus_workforce_mult = 0.1
			job_technician_drone_add = 100
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
			pop_technician_drone_bonus_workforce_mult = 0.05
			job_technician_drone_add = 50
	}
	leader_class = { commander scientist official }
	opposites = {
		leader_trait_private_mines
		leader_trait_private_mines_2
		leader_trait_homesteader
		leader_trait_homesteader_2
		leader_trait_scrapper
		leader_trait_scrapper_2
		leader_trait_entrepreneur
		leader_trait_entrepreneur_2
		leader_trait_venerated
		leader_trait_venerated_2
	}
	selectable_weight = {
		weight = @job_provider_trait_weight
		inline_script = {
			script = "paragon/existing_trait_weight_mult"
			TRAIT = leader_trait_capitalist
		}
	}
}

leader_trait_capitalist_2 = {
	replace_traits = { "leader_trait_capitalist" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_capitalist"
		RARITY = common
		COUNCIL = no
		TIER = 2
	}
	#triggered_background_planet_modifier = {
		#potential = {
			#exists = FROM
			#FROM = {
				#exists = owner
				#owner = {
					#is_same_value = root.owner
				#}
			#}
			#trait_is_gestalt_check = no
		#}
		#job_technician_add = 400
	#}
	#triggered_background_planet_modifier = {
		#potential = {
			#exists = FROM
			#FROM = {
				#exists = owner
				#owner = {
					#is_same_value = root.owner
				#}
			#}
			trait_is_gestalt_check = yes
		#}
		#job_technician_drone_add = 400
	#}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
			pop_technician_bonus_workforce_mult = 0.2
			job_technician_add = 200
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
			pop_technician_bonus_workforce_mult = 0.1
			job_technician_add = 100
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
			pop_technician_drone_bonus_workforce_mult = 0.2
			job_technician_drone_add = 200
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
			pop_technician_drone_bonus_workforce_mult = 0.1
			job_technician_drone_add = 100
	}
	leader_class = { commander scientist official }
}

###################
leader_trait_private_mines = {
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_private_mines"
		RARITY = common
		COUNCIL = no
		TIER = 1
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
		trait_is_wilderness_check = no
		trait_is_nomad_check = no
		has_global_flag = game_started
		has_base_skill > 1
		NOT = {
			has_leader_flag = block_homeworld_traits
		}
	}
	#triggered_background_planet_modifier = {
		#potential = {
			#exists = FROM
			#FROM = {
				#exists = owner
				#owner = {
					#is_same_value = root.owner
				#}
			#}
			#trait_is_gestalt_check = no
		#}
		#job_miner_add = 200
	#}
	#triggered_background_planet_modifier = {
		#potential = {
			#exists = FROM
			#FROM = {
				#exists = owner
				#owner = {
					#is_same_value = root.owner
				#}
			#}
			#trait_is_gestalt_check = yes
		#}
		#job_mining_drone_add = 200
	#}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
			pop_miner_bonus_workforce_mult = 0.1
			job_miner_add = 100
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
			pop_miner_bonus_workforce_mult = 0.05
			job_miner_add = 50
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
			pop_mining_drone_bonus_workforce_mult = 0.1
			job_mining_drone_add = 100
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
			pop_mining_drone_bonus_workforce_mult = 0.05
			job_mining_drone_add = 50
	}
	leader_class = { commander scientist official }
	opposites = {
		leader_trait_capitalist
		leader_trait_capitalist_2
		leader_trait_homesteader
		leader_trait_homesteader_2
		leader_trait_scrapper
		leader_trait_scrapper_2
		leader_trait_entrepreneur
		leader_trait_entrepreneur_2
		leader_trait_venerated
		leader_trait_venerated_2
	}
	selectable_weight = {
		weight = @job_provider_trait_weight
		inline_script = {
			script = "paragon/existing_trait_weight_mult"
			TRAIT = leader_trait_private_mines
		}
	}
}

leader_trait_private_mines_2 = {
	replace_traits = { "leader_trait_private_mines" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_private_mines"
		RARITY = common
		COUNCIL = no
		TIER = 2
	}
	#triggered_background_planet_modifier = {
		#potential = {
			#exists = FROM
			#FROM = {
				#exists = owner
				#owner = {
					#is_same_value = root.owner
				#}
				#NOT = { is_planet_class = pc_shattered_ring_habitable }
			#}
			#trait_is_gestalt_check = no
		#}
		#job_miner_add = 400
	#}
	#triggered_background_planet_modifier = {
		#potential = {
			#exists = FROM
			#FROM = {
				#exists = owner
				#owner = {
					#is_same_value = root.owner
				#}
				#NOT = { is_planet_class = pc_shattered_ring_habitable }
			#}
			#trait_is_gestalt_check = yes
		#}
		#job_mining_drone_add = 400
	#}
	#triggered_background_planet_modifier = {
		#potential = {
			#exists = FROM
			#FROM = {
				#exists = owner
				#owner = {
					#is_same_value = root.owner
				#}
				#is_planet_class = pc_shattered_ring_habitable
			#}
			#trait_is_gestalt_check = no
		#}
		#job_miner_add = 400
	#}
	#triggered_background_planet_modifier = {
		#potential = {
			#exists = FROM
			#FROM = {
				#exists = owner
				#owner = {
					#is_same_value = root.owner
				#}
				#is_planet_class = pc_shattered_ring_habitable
			#}
			#trait_is_gestalt_check = yes
		#}
		#job_mining_drone_add = 400
	#}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
			pop_miner_bonus_workforce_mult = 0.2
			job_miner_add = 200
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
			pop_miner_bonus_workforce_mult = 0.1
			job_miner_add = 100
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
			pop_mining_drone_bonus_workforce_mult = 0.2
			job_mining_drone_add = 200
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
			pop_mining_drone_bonus_workforce_mult = 0.1
			job_mining_drone_add = 100
	}
	leader_class = { commander scientist official }
}

###################
leader_trait_homesteader = {
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_homesteader"
		RARITY = common
		COUNCIL = no
		TIER = 1
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
		trait_is_wilderness_check = no
		has_global_flag = game_started
		has_base_skill > 1
		exists = owner
		owner = {
			country_uses_food = yes
		}
		NOT = {
			has_leader_flag = block_homeworld_traits
		}
	}
	#triggered_background_planet_modifier = {
		#potential = {
			#exists = FROM
			#FROM = {
				#artisan_is_pearl_diver_trigger = no
			#}
			#trait_is_gestalt_check = no
		#}
		#job_farmer_add = 200
	#}
	#triggered_background_planet_modifier = {
		#potential = {
			#exists = FROM
			#FROM = {
				#artisan_is_pearl_diver_trigger = no
			#}
			#trait_is_gestalt_check = yes
		#}
		#job_agri_drone_add = 200
	#}
	#triggered_background_planet_modifier = {
		#potential = {
			#exists = FROM
			#FROM = {
				#artisan_is_pearl_diver_trigger = yes
			#}
			#trait_is_gestalt_check = no
		#}
		#job_farmer_add = 100
		#job_artisan_add = 100
	#}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
			pop_farmer_bonus_workforce_mult = 0.1
			job_farmer_add = 100
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
			pop_farmer_bonus_workforce_mult = 0.05
			job_farmer_add = 50
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
			pop_agri_drone_bonus_workforce_mult = 0.1
			job_agri_drone_add = 100
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
			pop_agri_drone_bonus_workforce_mult = 0.05
			job_agri_drone_add = 50
	}
	leader_class = { commander scientist official }
	opposites = {
		leader_trait_capitalist
		leader_trait_capitalist_2
		leader_trait_private_mines
		leader_trait_private_mines_2
		leader_trait_scrapper
		leader_trait_scrapper_2
		leader_trait_entrepreneur
		leader_trait_entrepreneur_2
		leader_trait_venerated
		leader_trait_venerated_2
	}
	selectable_weight = {
		weight = @job_provider_trait_weight
		inline_script = {
			script = "paragon/existing_trait_weight_mult"
			TRAIT = leader_trait_homesteader
		}
	}
}

leader_trait_homesteader_2 = {
	replace_traits = { "leader_trait_homesteader" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_homesteader"
		RARITY = common
		COUNCIL = no
		TIER = 2
	}
	#triggered_background_planet_modifier = {
		#potential = {
			#exists = FROM
			#FROM = {
				#artisan_is_pearl_diver_trigger = no
			#}
			#trait_is_gestalt_check = no
		#}
		#job_farmer_add = 400
	#}
	#triggered_background_planet_modifier = {
		#potential = {
			#exists = FROM
			#FROM = {
				#artisan_is_pearl_diver_trigger = no
			#}
			#trait_is_gestalt_check = yes
		#}
		#job_agri_drone_add = 400
	#}
	#triggered_background_planet_modifier = {
		#potential = {
			#exists = FROM
			#FROM = {
				#artisan_is_pearl_diver_trigger = yes
			#}
			#trait_is_gestalt_check = no
		#}
		#job_farmer_add = 200
		#job_artisan_add = 200
	#}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
			pop_farmer_bonus_workforce_mult = 0.2
			job_farmer_add = 200
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
			pop_farmer_bonus_workforce_mult = 0.1
			job_farmer_add = 100
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
			pop_agri_drone_bonus_workforce_mult = 0.2
			job_agri_drone_add = 200
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
			pop_agri_drone_bonus_workforce_mult = 0.1
			job_agri_drone_add = 100
	}
	leader_class = { commander scientist official }
}

###################
trait_ruler_champion_of_the_people = {
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_champion_of_the_people"
		RARITY = common
		COUNCIL = yes
		TIER = 1
	}
	triggered_councilor_modifier = {
		potential = {
			exists = owner
			owner = {
				NOT = { has_civic = civic_dystopian_society }
			}
		}
		pop_happiness = 0.035
	}
	triggered_councilor_modifier = {
		potential = {
			exists = owner
			owner = { has_civic = civic_dystopian_society }
		}
		pop_cat_ruler_happiness = 0.05
	}
	triggered_federation_modifier = { 
		potential = { 	is_ruler = no
						is_gestalt = no
						leader_class = official }
		cohesion_add = 0.5
	}
	triggered_galcom_modifier = { 
		potential = { 	is_ruler = no
						is_gestalt = no
						leader_class = official }
		diplo_weight_pops_mult = 0.05
	}
	leader_potential_add = {
		is_gestalt = no
	}
	leader_class = { scientist official commander }
	opposites = {
		leader_trait_tyrannical
		leader_trait_tyrannical_2
	}
	selectable_weight = {
		weight = @shared_trait_weight
		inline_script = "paragon/council_weight_mult"
	}
}

trait_ruler_champion_of_the_people_2 = {
	replace_traits = { "trait_ruler_champion_of_the_people" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_champion_of_the_people"
		RARITY = common
		COUNCIL = yes
		TIER = 2
	}
	triggered_councilor_modifier = {
		potential = {
			exists = owner
			owner = {
				NOT = { has_civic = civic_dystopian_society }
			}
		}
		pop_happiness = 0.075
	}
	triggered_councilor_modifier = {
		potential = {
			exists = owner
			owner = { has_civic = civic_dystopian_society }
		}
		pop_cat_ruler_happiness = 0.10
	}
	triggered_federation_modifier = { 
		potential = { 	is_ruler = no
						is_gestalt = no
						leader_class = official }
		cohesion_add = 1
	}
	triggered_galcom_modifier = { 
		potential = { 	is_ruler = no
						is_gestalt = no
						leader_class = official }
		diplo_weight_pops_mult = 0.1
	}
	leader_class = { scientist official commander }
	opposites = {
		leader_trait_tyrannical
		leader_trait_tyrannical_2
	}
}

###################
leader_trait_gifted = {
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_gifted"
		RARITY = common
		COUNCIL = no
		TIER = 1
	}
	self_modifier = {
		leader_trait_selection_options_add = 1
		leader_skill_add = 1
	}
	triggered_federation_modifier = { 
		potential = { 	is_ruler = no
						is_gestalt = no
						leader_class = official }
		federation_experience_add = 0.5
	}
	triggered_galcom_modifier = { 
		potential = { 	is_ruler = no
						is_gestalt = no
						leader_class = official }
		diplo_weight_mult = 0.05
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
		is_pool_leader = yes
		has_paragon_dlc = yes
	}
	on_gained_effect = {
		add_age = value:percent_of_leader_lifespan|PERCENT|-25|
		random_list = {
			1 = { set_random_official_background_effect = yes }
			1 = { set_random_commander_background_effect = yes }
			1 = { set_random_scientist_background_effect = yes }
		}
	}
	leader_class = { commander scientist official }
	selectable_weight = 5
}

leader_trait_gifted_2 = {
	replace_traits = { "leader_trait_gifted" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_gifted"
		RARITY = common
		COUNCIL = no
		TIER = 2
	}
	self_modifier = {
		leader_trait_selection_options_add = 2
		leader_skill_add = 2
	}
	triggered_federation_modifier = { 
		potential = { 	is_ruler = no
						is_gestalt = no
						leader_class = official }
		federation_experience_add = 1
	}
	triggered_galcom_modifier = { 
		potential = { 	is_ruler = no
						is_gestalt = no
						leader_class = official }
		diplo_weight_mult = 0.1
	}
	leader_class = { commander scientist official }
}

###################
trait_imperial_heir = {
	force_councilor_trait = yes
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_imperial_heir"
		RARITY = common
		COUNCIL = triggered
		TIER = none
	}
	custom_tooltip_with_modifiers = "trait_imperial_heir_effects"
	triggered_self_modifier = {
		potential = {
			has_paragon_dlc = yes
		}
		leader_trait_selection_options_add = 1
		councilor_exp_gain = 0.1
	}
	triggered_self_modifier = {
		potential = {
			exists = owner
			owner = {
				has_relic = r_the_rulerchip
			}
			is_ruler = yes
		}
		leader_trait_selection_options_add = 1
		councilor_exp_gain = 0.1
	}

	triggered_background_planet_modifier = {
		potential = {
			is_ruler = yes
			exists = owner
			exists = FROM
			FROM.owner = { is_same_value = root.owner }
			owner = {
				has_valid_civic = civic_imperial_cult
			}
		}
		job_bureaucrat_add = 100
		mult = value:imperial_cult_effective_ruler_level
	}

	triggered_self_modifier = {
		potential = {
			exists = owner
			owner = {
				is_purity_authority = yes
				is_imperial_authority = yes
			}
		}
		leader_lifespan_mult = @purity_traits_imperial_bloodline
		species_leader_exp_gain = @purity_traits_imperial_bloodline
		mult = species.species_traits_purity_count
	}

	triggered_self_modifier = {
		potential = {
			OR = {
				is_ruler = yes
				is_heir = yes
			}
			exists = owner
			owner = {
				is_purity_authority = yes
				is_imperial_authority = yes
			}
		}
		leader_skill_add = @purity_traits_imperial_level
		mult = species.species_traits_purity_count
	}

	triggered_councilor_modifier = {
		potential = {
			is_heir = yes
			leader_class = commander
			exists = owner
			owner = {
				is_imperial_authority = yes
				is_transcendent_authority = yes
			}
		}
		ship_hull_mult = @transcendent_imperial_heir_mult
		ship_speed_mult = @transcendent_imperial_heir_mult
	}

	triggered_councilor_modifier = {
		potential = {
			is_heir = yes
			leader_class = scientist
			exists = owner
			owner = {
				is_imperial_authority = yes
				is_transcendent_authority = yes
			}
		}
		ship_archaeological_site_clues_add = @transcendent_imperial_heir_skill
	}
	triggered_councilor_modifier = {
		potential = {
			has_astral_planes_dlc = yes
			is_heir = yes
			leader_class = scientist
			exists = owner
			owner = {
				is_imperial_authority = yes
				is_transcendent_authority = yes
			}
		}
		ship_astral_rift_clues_add = @transcendent_imperial_heir_skill
	}

	triggered_councilor_modifier = {
		potential = {
			is_heir = yes
			leader_class = official
			exists = owner
			owner = {
				is_imperial_authority = yes
				is_transcendent_authority = yes
			}
		}
		planet_stability_add = @transcendent_imperial_heir_stability
	}

	on_gained_effect = {
		change_background_job = noble
	}
	leader_class = { commander scientist official }
	randomized = no
}

###################
leader_trait_scrapper = {
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_scrapper"
		RARITY = common
		COUNCIL = no
		TIER = 1
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
		trait_is_wilderness_check = no
		has_global_flag = game_started
		has_base_skill > 1
		NOT = {
			has_leader_flag = block_homeworld_traits
		}
	}
	#triggered_background_planet_modifier = {
		#potential = {
			#trait_is_gestalt_check = no
		#}
		#job_foundry_add = 100
	#}
	#triggered_background_planet_modifier = {
		#potential = {
			#exists = FROM
			#FROM = {
				#exists = owner
				#owner = {
					#is_same_value = root.owner
					#is_catalytic_empire = no
				#}
			#}
			#trait_is_hive_check = yes
			#trait_is_wilderness_check = no
		#}
		#job_fabricator_add = 100
	#}
	#triggered_background_planet_modifier = {
		#potential = {
			#exists = FROM
			#FROM = {
				#exists = owner
				#owner = {
					#is_same_value = root.owner
					#is_catalytic_empire = no
				#}
			#}
			#trait_is_machine_check = yes
		#}
		#job_fabricator_add = 100
	#}
	#triggered_background_planet_modifier = {
		#potential = {
			#exists = FROM
			#FROM = {
				#exists = owner
				#owner = {
					#is_same_value = root.owner
					#is_catalytic_empire = yes
				#}
			#}
			#trait_is_gestalt_check = yes
		#}
		#job_fabricator_add = 100
	#}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
			planet_metallurgists_alloys_produces_add = 0.2
			job_foundry_add = 100
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
			planet_metallurgists_alloys_produces_add = 0.1
			job_foundry_add = 50
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
			planet_metallurgists_alloys_produces_add = 0.2
			job_fabricator_add = 100
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
			planet_metallurgists_alloys_produces_add = 0.1
			job_fabricator_add = 50
	}
	leader_class = { commander scientist official }
	opposites = {
		leader_trait_capitalist
		leader_trait_capitalist_2
		leader_trait_private_mines
		leader_trait_private_mines_2
		leader_trait_homesteader
		leader_trait_homesteader_2
		leader_trait_entrepreneur
		leader_trait_entrepreneur_2
		leader_trait_venerated
		leader_trait_venerated_2
	}
	selectable_weight = {
		weight = @job_provider_trait_weight
		inline_script = {
			script = "paragon/existing_trait_weight_mult"
			TRAIT = leader_trait_scrapper
		}
	}
}

leader_trait_scrapper_2 = {
	replace_traits = { "leader_trait_scrapper" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_scrapper"
		RARITY = common
		COUNCIL = no
		TIER = 2
	}
	#triggered_background_planet_modifier = {
		#potential = {
			#trait_is_gestalt_check = no
		#}
		#job_foundry_add = 200
	#}
	#triggered_background_planet_modifier = {
		#potential = {
			#exists = FROM
			#FROM = {
				#exists = owner
				#owner = {
					#is_same_value = root.owner
					#is_catalytic_empire = no
				#}
			#}
			#trait_is_hive_check = yes
		#}
		#job_fabricator_add = 200
	#}
	#triggered_background_planet_modifier = {
		#potential = {
			#exists = FROM
			#FROM = {
				#exists = owner
				#owner = {
					#is_same_value = root.owner
					#is_catalytic_empire = no
				#}
			#}
			#trait_is_machine_check = yes
		#}
		#job_fabricator_add = 200
	#}
	#triggered_background_planet_modifier = {
		#potential = {
			#exists = FROM
			#FROM = {
				#exists = owner
				#owner = {
					#is_same_value = root.owner
					#is_catalytic_empire = yes
				#}
			#}
			#trait_is_gestalt_check = yes
		#}
		#job_fabricator_add = 200
	#}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
			planet_metallurgists_alloys_produces_add = 0.4
			job_foundry_add = 200
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
			planet_metallurgists_alloys_produces_add = 0.2
			job_foundry_add = 100
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
			planet_metallurgists_alloys_produces_add = 0.4
			job_fabricator_add = 200
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
			planet_metallurgists_alloys_produces_add = 0.2
			job_fabricator_add = 100
	}
	leader_class = { commander scientist official }
}

###################
leader_trait_entrepreneur = {
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_entrepreneur"
		RARITY = common
		COUNCIL = no
		TIER = 1
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
		has_global_flag = game_started
		has_base_skill > 1
		exists = owner
		owner = {
			country_uses_consumer_goods = yes
		}
		NOT = {
			has_leader_flag = block_homeworld_traits
		}
	}
	#triggered_background_planet_modifier = {
		#potential = {
			#exists = FROM
			#FROM = {
				#exists = owner
				#owner = {
					#is_same_value = root.owner
				#}
			#}
			#trait_is_gestalt_check = no
		#}
		#job_artisan_add = 100
	#}
	#triggered_background_planet_modifier = {
		#potential = {
			#exists = FROM
			#FROM = {
				#exists = owner
				#owner = {
					#is_same_value = root.owner
				#}
			#}
			#trait_is_gestalt_check = yes
		#}
		#job_artisan_drone_add = 100
	#}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
			planet_artisans_consumer_goods_produces_add = 0.2
			job_artisan_add = 100
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
			planet_artisans_consumer_goods_produces_add = 0.1
			job_artisan_add = 50
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
			planet_artisans_consumer_goods_produces_add = 0.2
			job_artisan_drone_add = 100
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
			planet_artisans_consumer_goods_produces_add = 0.1
			job_artisan_drone_add = 50
	}
	leader_class = { commander scientist official }
	opposites = {
		leader_trait_capitalist
		leader_trait_capitalist_2
		leader_trait_private_mines
		leader_trait_private_mines_2
		leader_trait_homesteader
		leader_trait_homesteader_2
		leader_trait_scrapper
		leader_trait_scrapper_2
		leader_trait_venerated
		leader_trait_venerated_2
	}
	selectable_weight = {
		weight = @job_provider_trait_weight
		inline_script = {
			script = "paragon/existing_trait_weight_mult"
			TRAIT = leader_trait_entrepreneur
		}
	}
}

leader_trait_entrepreneur_2 = {
	replace_traits = { "leader_trait_entrepreneur" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_entrepreneur"
		RARITY = common
		COUNCIL = no
		TIER = 2
	}
	#triggered_background_planet_modifier = {
		#potential = {
			#exists = FROM
			#FROM = {
				#exists = owner
				#owner = {
					#is_same_value = root.owner
				#}
			#}
			#trait_is_gestalt_check = no
		#}
		#job_artisan_add = 200
	#}
	#triggered_background_planet_modifier = {
		#potential = {
			#exists = FROM
			#FROM = {
				#exists = owner
				#owner = {
					#is_same_value = root.owner
				#}
			#}
			#trait_is_gestalt_check = yes
		#}
		#job_artisan_drone_add = 200
	#}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
			planet_artisans_consumer_goods_produces_add = 0.4
			job_artisan_add = 200
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
			planet_artisans_consumer_goods_produces_add = 0.2
			job_artisan_add = 100
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
			planet_artisans_consumer_goods_produces_add = 0.4
			job_artisan_drone_add = 200
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
			planet_artisans_consumer_goods_produces_add = 0.2
			job_artisan_drone_add = 100
	}
	leader_class = { commander scientist official }
}

###################
leader_trait_venerated = {
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_venerated"
		RARITY = common
		COUNCIL = no
		TIER = 1
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
		has_global_flag = game_started
		has_base_skill > 1
		NOT = {
			has_leader_flag = block_homeworld_traits
		}
		exists = owner
		owner = {
				NOT = { has_civic = civic_dystopian_society }
		}
	}
	#triggered_background_planet_modifier = {
		#potential = {
			#exists = FROM
			#FROM = {
				#exists = owner
				#owner = {
					#is_same_value = root.owner
				#}
			#}
			#trait_is_gestalt_check = no
		#}
		#job_entertainer_add = 100
	#}
	#triggered_background_planet_modifier = {
		#potential = {
			#exists = FROM
			#FROM = {
				#exists = owner
				#owner = {
					#is_same_value = root.owner
				#}
			#}
			#trait_is_gestalt_check = yes
			#trait_is_wilderness_check = no
		#}
		job_evaluator_add = 100
	#}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
		planet_entertainers_unity_produces_add = 0.5
		job_entertainer_add = 100
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes
					  trait_is_wilderness_check = no }
		planet_evaluators_unity_produces_add = 0.5
		job_evaluator_add = 100
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes
					  trait_is_wilderness_check = yes }
		planet_jobs_unity_produces_mult = 0.1
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
		planet_entertainers_unity_produces_add = 0.25
		job_entertainer_add = 50
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes
					  trait_is_wilderness_check = no }
		planet_evaluators_unity_produces_add = 0.25
		job_evaluator_add = 50
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes
					  trait_is_wilderness_check = yes }
		planet_jobs_unity_produces_mult = 0.05
	}
	leader_class = { commander scientist official }
	opposites = {
		leader_trait_capitalist
		leader_trait_capitalist_2
		leader_trait_private_mines
		leader_trait_private_mines_2
		leader_trait_homesteader
		leader_trait_homesteader_2
		leader_trait_scrapper
		leader_trait_scrapper_2
		leader_trait_entrepreneur
		leader_trait_entrepreneur_2
	}
	selectable_weight = {
		weight = @job_provider_trait_weight
		inline_script = {
			script = "paragon/existing_trait_weight_mult"
			TRAIT = leader_trait_venerated
		}
	}
}

leader_trait_venerated_2 = {
	replace_traits = { "leader_trait_venerated" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_venerated"
		RARITY = common
		COUNCIL = no
		TIER = 2
	}
	#triggered_background_planet_modifier = {
		#potential = {
			#exists = FROM
			#FROM = {
				#exists = owner
				#owner = {
					#is_same_value = root.owner
				#}
			#}
			#trait_is_gestalt_check = no
		#}
		#job_entertainer_add = 200
	#}
	#triggered_background_planet_modifier = {
		#potential = {
			#exists = FROM
			#FROM = {
				#exists = owner
				#owner = {
					#is_same_value = root.owner
				#}
			#}
			#trait_is_gestalt_check = yes
			#trait_is_wilderness_check = no
		#}
		#job_evaluator_add = 200
	#}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
		planet_entertainers_unity_produces_add = 1
		job_entertainer_add = 200
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes
					  trait_is_wilderness_check = no }
		planet_evaluators_unity_produces_add = 1
		job_evaluator_add = 200
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes
					  trait_is_wilderness_check = yes }
		planet_jobs_unity_produces_mult = 0.2
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
		planet_entertainers_unity_produces_add = 0.5
		job_entertainer_add = 100
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes
					  trait_is_wilderness_check = no }
		planet_evaluators_unity_produces_add = 0.5
		job_evaluator_add = 100
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes
					  trait_is_wilderness_check = yes }
		planet_jobs_unity_produces_mult = 0.1
	}
	leader_class = { commander scientist official }
}

###################
leader_trait_emotional_support_pet = {
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_emotional_support_pet"
		RARITY = common
		COUNCIL = no
		TIER = none
	}
	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 = 15
		negative_traits_leader = -1
	}
	triggered_self_modifier = {
		potential = { is_immortal = yes }
		leaders_upkeep_mult = -0.15
		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_potential_add = {
		is_pool_leader = yes
		has_paragon_dlc = yes
		owner = { is_machine_empire = no }
	}
	leader_class = { commander scientist official }
	selectable_weight = @shared_trait_weight
}

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

leader_trait_educator = {
	leader_trait_type = destiny
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_educator"
		RARITY = paragon
		COUNCIL = yes
		TIER = none
	}
	on_gained_effect = {
		owner = {
			country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait
		}
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		has_council_subclass = yes
	}
	councilor_modifier = {
		leader_trait_selection_options_add = 1
	}
	triggered_councilor_modifier = { 
		potential = { leader_class = commander }
		country_commander_cap_add = 1
		commander_exp_gain = 0.15
	}
	triggered_councilor_modifier = { 
		potential = { leader_class = scientist }
		country_scientist_cap_add = 1
		scientist_exp_gain = 0.15
	}
	triggered_councilor_modifier = { 
		potential = { leader_class = official }
		country_official_cap_add = 1
		official_exp_gain = 0.15
	}
	leader_class = { commander scientist official }
	selectable_weight = {
		weight = @shared_trait_weight
		inline_script = "paragon/council_weight_mult"
	}
	background_icon = "GFX_leader_background_destiny_1"
}

leader_trait_master_bureaucrat = {
	leader_trait_type = destiny
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_master_bureaucrat"
		RARITY = paragon
		COUNCIL = yes
		TIER = none
	}
	on_gained_effect = {
		owner = {
			country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait
		}
	}
	councilor_modifier = {
		edicts_upkeep_mult = -0.15
		leaders_upkeep_mult = -0.15
		empire_size_penalty_mult = -0.05
		country_edict_fund_add = 75
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		has_council_subclass = yes
	}
	leader_class = { commander scientist official }
	selectable_weight = {
		weight = @shared_trait_weight
		inline_script = "paragon/council_weight_mult"
	}
	background_icon = "GFX_leader_background_destiny_1"
}

#leader_trait_selfcare_expert = {
#	leader_trait_type = destiny
#	inline_script = {
#		script = trait/icon
#		CLASS = leader
#		ICON = "GFX_leader_trait_erratic_morality_core"
#		RARITY = paragon
#		COUNCIL = no
#		TIER = none
#	}
#	triggered_self_modifier = {
#		potential = {
#			OR = {
#				owner = {
#					is_synthetic_empire = no
#				}
#				is_immortal = no
#			}
#		}
#		leader_lifespan_add = 40
#		species_leader_exp_gain = 0.4
#	}
#	triggered_self_modifier = {
#		potential = {
#			OR = {
#				owner = {
#					is_synthetic_empire = yes
#				}
#				is_immortal = yes
#			}
#		}
#		leaders_upkeep_mult = -0.8
#		species_leader_exp_gain = 0.4
#	}
#	leader_potential_add = {
#		has_paragon_dlc = yes
#	}
#	leader_class = { commander scientist official }
#	selectable_weight = @shared_trait_weight
#	background_icon = "GFX_leader_background_destiny_1"
#}

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

leader_trait_fallible = {
	leader_trait_type = negative
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_fallible"
		COUNCIL = no
		TIER = 1
	}
	self_modifier = {
		negative_traits_leader = 1
	}
	leader_potential_add = {
		is_pool_leader = yes
	}
	leader_class = { commander scientist official }
	selectable_weight = @shared_negative_trait_weight
}

leader_trait_fallible_2 = {
	leader_trait_type = negative
	replace_traits = { "leader_trait_fallible" }
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_fallible"
		COUNCIL = no
		TIER = 2
	}
	self_modifier = {
		negative_traits_leader = 3
	}
	leader_class = { commander scientist official }
	selectable_weight = @tier2_negative_trait_weight
}

###################
leader_trait_substance_abuser = {
	leader_trait_type = negative
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_substance_abuser"
		COUNCIL = no
		TIER = 1
	}
	self_modifier = {
		leader_lifespan_add = -10
	}
	leader_class = { commander scientist official }
	opposites = {
		leader_trait_resilient
	}
	leader_potential_add = {
		OR = {
			trait_is_gestalt_check = no
			AND = {
				exists = creator
				creator = {
					is_toxic_baths_empire = yes
				}
			}
		}
	}
	triggered_self_modifier = {
		potential = {
			exists = planet
			planet = {
				has_toxic_baths_building = yes
			}
		}
		leader_skill_add = 3
	}
	selectable_weight = {
		weight = @shared_negative_trait_weight
		modifier = {
			species = {
				OR = {
					has_trait = trait_decadent
					has_trait = trait_robot_decadent
				}
			}
			factor = @species_trait_weight_mult
		}
		modifier = {
			is_immortal = yes
			factor = @reduced_effect_on_leader_mult
		}
	}
}

leader_trait_substance_abuser_2 = {
	leader_trait_type = negative
	replace_traits = { "leader_trait_substance_abuser" }
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_substance_abuser"
		COUNCIL = no
		TIER = 2
	}
	self_modifier = {
		leader_lifespan_add = -20
	}
	triggered_self_modifier = {
		potential = {
			exists = planet
			planet = {
				has_toxic_baths_building = yes
			}
		}
		leader_skill_add = 3
	}
	leader_class = { commander scientist official }
	opposites = {
		leader_trait_resilient
	}
	selectable_weight = {
		weight = @tier2_negative_trait_weight
		modifier = {
			species = {
				OR = {
					has_trait = trait_decadent
					has_trait = trait_robot_decadent
				}
			}
			factor = @species_trait_weight_mult
		}
	}
}

###################
leader_trait_stubborn = {
	leader_trait_type = negative
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_stubborn"
		COUNCIL = no
		TIER = 1
	}
	self_modifier = {
		species_leader_exp_gain = -0.10
	}
	leader_class = { commander scientist official }
	opposites = {
		leader_trait_adaptable
	}
	selectable_weight = @shared_negative_trait_weight
}

leader_trait_stubborn_2 = {
	leader_trait_type = negative
	replace_traits = { "leader_trait_stubborn" }
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_stubborn"
		COUNCIL = no
		TIER = 2
	}
	self_modifier = {
		leader_trait_selection_options_add = -1
		species_leader_exp_gain = -0.20
	}
	leader_class = { commander scientist official }
	opposites = {
		leader_trait_adaptable
	}
	selectable_weight = @tier2_negative_trait_weight
}

###################
leader_trait_melancholic = {
	leader_trait_type = negative
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_melancholic"
		COUNCIL = no
		TIER = 1
	}
	self_modifier = {
		species_leader_exp_gain = -0.1
	}
	triggered_self_modifier = {
		potential = { is_immortal = no }
		leader_lifespan_add = -10
	}
	triggered_self_modifier = {
		potential = { is_immortal = yes }
		leaders_upkeep_mult = 0.2
	}
	leader_class = { commander scientist official }
	selectable_weight = @shared_negative_trait_weight
}

leader_trait_melancholic_2 = {
	leader_trait_type = negative
	replace_traits = { "leader_trait_melancholic" }
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_melancholic"
		COUNCIL = no
		TIER = 2
	}
	self_modifier = {
		species_leader_exp_gain = -0.2
	}
	triggered_self_modifier = {
		potential = { is_immortal = no }
		leader_lifespan_add = -20
	}
	triggered_self_modifier = {
		potential = { is_immortal = yes }
		leaders_upkeep_mult = 0.4
	}
	leader_class = { commander scientist official }
	selectable_weight = @tier2_negative_trait_weight
}

###################
leader_trait_lavish_lifestyle = {
	leader_trait_type = negative
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_lavish_lifestyle"
		COUNCIL = no
		TIER = 1
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
	}
	inline_script = {
		script = paragon/leader_resource_upkeep
		RESOURCE = energy
		AMOUNT = 10
	}
	leader_class = { official scientist commander }
	selectable_weight = {
		weight = @shared_negative_trait_weight
		modifier = {
			species = {
				OR = {
					has_trait = trait_decadent
					has_trait = trait_robot_decadent
					has_trait = trait_wasteful
					has_trait = trait_robot_wasteful
				}
			}
			factor = @species_trait_weight_mult
		}
	}
}

leader_trait_lavish_lifestyle_2 = {
	leader_trait_type = negative
	replace_traits = { "leader_trait_lavish_lifestyle" }
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_lavish_lifestyle"
		COUNCIL = no
		TIER = 2
	}
	inline_script = {
		script = paragon/leader_resource_upkeep
		RESOURCE = energy
		AMOUNT = 20
	}
	leader_class = { official scientist commander }
	selectable_weight = @tier2_negative_trait_weight
}

###################
leader_trait_excessive = {
	leader_trait_type = negative
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_excessive"
		COUNCIL = no
		TIER = 1
	}
	inline_script = {
		script = paragon/leader_resource_upkeep
		RESOURCE = consumer_goods
		AMOUNT = 5
	}
	leader_potential_add = {
		is_gestalt = no
		trait_is_crisis_faction_check = no
	}
	leader_class = { official scientist commander }
	selectable_weight = {
		weight = @shared_negative_trait_weight
		modifier = {
			species = {
				OR = {
					has_trait = trait_decadent
					has_trait = trait_robot_decadent
					has_trait = trait_wasteful
					has_trait = trait_robot_wasteful
				}
			}
			factor = @species_trait_weight_mult
		}
	}
}

leader_trait_excessive_2 = {
	leader_trait_type = negative
	replace_traits = { "leader_trait_excessive" }
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_excessive"
		COUNCIL = no
		TIER = 2
	}
	inline_script = {
		script = paragon/leader_resource_upkeep
		RESOURCE = consumer_goods
		AMOUNT = 10
	}
	leader_class = { official scientist commander }
	selectable_weight = @tier2_negative_trait_weight
}

###################
leader_trait_arrested_development = {
	leader_trait_type = negative
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_arrested_development"
		COUNCIL = no
		TIER = 1
	}
	self_modifier = {
		species_leader_exp_gain = -0.15
	}
	leader_class = { commander scientist official }
	initial = no
}

leader_trait_arrested_development_2 = {
	leader_trait_type = negative
	replace_traits = { "leader_trait_arrested_development" }
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_arrested_development"
		COUNCIL = no
		TIER = 2
	}
	self_modifier = {
		species_leader_exp_gain = -0.3
	}
	leader_class = { commander scientist official }
	initial = no
}

###########################
# NEGATIVE COUNCIL TRAITS #
###########################

leader_trait_reclusive = {
	leader_trait_type = negative
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_reclusive"
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		diplo_weight_mult = -0.1
	}
	leader_class = { official scientist commander }
	opposites = {
		leader_trait_master_diplomat
	}
	selectable_weight = {
		weight = @shared_negative_trait_weight
		inline_script = paragon/council_weight_mult
		modifier = {
			species = {
				has_trait = trait_solitary
			}
			factor = @species_trait_weight_mult
		}
	}
}

leader_trait_reclusive_2 = {
	leader_trait_type = negative
	replace_traits = { "leader_trait_reclusive" }
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_reclusive"
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		diplo_weight_mult = -0.2
	}
	leader_class = { official scientist commander }
	opposites = {
		leader_trait_master_diplomat
	}
	selectable_weight = @tier2_negative_trait_weight
}

###################
leader_trait_embezzler = {
	leader_trait_type = negative
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_embezzler"
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		country_energy_produces_mult = -0.05
	}
	leader_class = { official scientist commander }
	selectable_weight = {
		weight = @shared_negative_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_embezzler_2 = {
	leader_trait_type = negative
	replace_traits = { "leader_trait_embezzler" }
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_embezzler"
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		country_energy_produces_mult = -0.1
	}
	leader_class = { official scientist commander }
	selectable_weight = @tier2_negative_trait_weight
}

###################
leader_trait_intolerant = {
	leader_trait_type = negative
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_intolerant"
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		country_trust_cap_add = -10
	}
	leader_class = { official scientist commander }
	opposites = {
		leader_trait_courtroom_training
		leader_trait_courtroom_training_2
		leader_trait_courtroom_training_3
	}
	selectable_weight = {
		weight = @shared_negative_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_intolerant_2 = {
	leader_trait_type = negative
	replace_traits = { "leader_trait_intolerant" }
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_intolerant"
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		country_trust_cap_add = -20
	}
	leader_class = { official scientist commander }
	opposites = {
		leader_trait_courtroom_training
		leader_trait_courtroom_training_2
		leader_trait_courtroom_training_3
	}
	selectable_weight = @tier2_negative_trait_weight
}

###################
leader_trait_gullible = {
	leader_trait_type = negative
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_gullible"
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		intel_encryption_add = -1
	}
	leader_class = { official scientist commander }
	selectable_weight = {
		weight = @shared_negative_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_gullible_2 = {
	leader_trait_type = negative
	replace_traits = { "leader_trait_gullible" }
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_gullible"
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		intel_encryption_add = -2
	}
	leader_class = { official scientist commander }
	selectable_weight = @tier2_negative_trait_weight
}

###################
leader_trait_volatile = {
	leader_trait_type = negative
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_volatile"
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		country_unity_produces_mult = -0.05
	}
	leader_class = { official scientist commander }
	selectable_weight = {
		weight = @shared_negative_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_volatile_2 = {
	leader_trait_type = negative
	replace_traits = { "leader_trait_volatile" }
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_volatile"
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		country_unity_produces_mult = -0.1
	}
	leader_class = { official scientist commander }
	selectable_weight = @tier2_negative_trait_weight
}

###################
leader_trait_passive = {
	leader_trait_type = negative
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_passive"
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		council_agenda_progress_speed = -0.1
	}
	leader_class = { official scientist commander }
	selectable_weight = {
		weight = @shared_negative_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_passive_2 = {
	leader_trait_type = negative
	replace_traits = { "leader_trait_passive" }
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_passive"
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		council_agenda_progress_speed = -0.2
	}
	leader_class = { official scientist commander }
	selectable_weight = @tier2_negative_trait_weight
}

###################
leader_trait_tyrannical = {
	leader_trait_type = negative
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_tyrannical"
		COUNCIL = yes
		TIER = 1
	}
	triggered_councilor_modifier = {
		potential = { trait_is_gestalt_check = no }
		pop_happiness = -0.05
	}
	triggered_councilor_modifier = {
		potential = { trait_is_gestalt_check = yes }
		planet_amenities_no_happiness_mult = -0.05
	}
	leader_class = { official scientist commander }
	opposites = {
		trait_ruler_champion_of_the_people
		trait_ruler_champion_of_the_people_2
		trait_ruler_feedback_loop
		trait_ruler_feedback_loop_2
	}
	selectable_weight = {
		weight = @shared_negative_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_tyrannical_2 = {
	leader_trait_type = negative
	replace_traits = { "leader_trait_tyrannical" }
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_tyrannical"
		COUNCIL = yes
		TIER = 2
	}
	triggered_councilor_modifier = {
		potential = { trait_is_gestalt_check = no }
		pop_happiness = -0.1
	}
	triggered_councilor_modifier = {
		potential = { trait_is_gestalt_check = yes }
		planet_amenities_no_happiness_mult = -0.1
	}
	leader_class = { official scientist commander }
	opposites = {
		trait_ruler_champion_of_the_people
		trait_ruler_champion_of_the_people_2
		trait_ruler_feedback_loop
		trait_ruler_feedback_loop_2
	}
	selectable_weight = @tier2_negative_trait_weight
}

###################
leader_trait_bureaucratic = {
	leader_trait_type = negative
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_bureaucratic"
		COUNCIL = yes
		TIER = 1
	}
	leader_potential_add = {
		trait_is_wilderness_check = no
	}
	councilor_modifier = {
		empire_size_pops_mult = 0.05
	}
	leader_class = { official scientist commander }
	selectable_weight = {
		weight = @shared_negative_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_bureaucratic_2 = {
	leader_trait_type = negative
	replace_traits = { "leader_trait_bureaucratic" }
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_bureaucratic"
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		empire_size_pops_mult = 0.1
	}
	leader_class = { official scientist commander }
	selectable_weight = @tier2_negative_trait_weight
}

###################
# UNSORTED
###################

leader_trait_intemporal = {
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_intemporal"
		RARITY = paragon
		COUNCIL = no
		TIER = none
	}
	immortal_leaders = yes
	leader_class = { commander scientist official }
	initial = no
	randomized = no
}
