@designation_bonus = 50

####################################
# SHARED TRAITS BLOCKED IN PARAGON #
####################################

trait_ruler_frontier_spirit = {
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_frontier_spirit"
		RARITY = common
		COUNCIL = yes
		TIER = none
	}
	triggered_councilor_modifier = {
		potential = {
			trait_is_nomad_check = no
		}
		ship_colonizer_cost_mult = -0.25
		planet_colony_development_speed_mult = 0.15
	}
	triggered_councilor_modifier = {
		potential = {
			trait_is_nomad_check = yes
		}
		megastructures_waystations_cost_mult = -0.25
		megastructure_waystation_megastructure_build_speed_mult = 0.15
	}
	leader_potential_add = {
		has_paragon_dlc = no
		trait_is_wilderness_check = no
	}
	leader_class = { official }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_intellectual = {
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_intellectual"
		RARITY = common
		COUNCIL = no
		TIER = none
	}
	modifier = {
		planet_jobs_physics_research_produces_mult = 0.10
		planet_jobs_society_research_produces_mult = 0.10
		planet_jobs_engineering_research_produces_mult = 0.10
	}
	triggered_councilor_modifier = {
		potential = { trait_is_gestalt_check = no }
		all_technology_research_speed = 0.1
	}
	leader_potential_add = {
		has_paragon_dlc = no
	}
	leader_class = { official }
	initial = no
	randomized = no
}

####################################
#  SHARED TRAITS FREE AND PARAGON  #
####################################

#####################
#  STARTING TRAITS  #
#####################

leader_trait_bureaucrat = { # Unifier
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_bureaucrat"
		RARITY = common
		COUNCIL = no
		TIER = 1
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
	}
	planet_modifier = {
		planet_jobs_unity_produces_mult = 0.15
	}
	sector_modifier = {
		planet_jobs_unity_produces_mult = 0.075
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
		pop_category_civilians_unity_produces_add = 0.15
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
		planet_maintenance_drones_unity_produces_add = 0.15
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
		pop_category_civilians_unity_produces_add = 0.075
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
		planet_maintenance_drones_unity_produces_add = 0.075
	}
	triggered_federation_modifier = { 
		potential = { 	leader_class = official 
						is_gestalt = yes }
		federation_experience_add = 0.5
	}
	triggered_galcom_modifier = { 
		potential = { 	leader_class = official 
						is_gestalt = yes }
		diplo_weight_pops_mult = 0.05
	}
	leader_class = { official commander scientist }
	selectable_weight = {
		weight = @shared_trait_weight
		inline_script = paragon/governor_weight_mult
		inline_script = {
			script = "paragon/existing_specific_trait_weight_mult"
			TRAIT = leader_trait_bureaucrat
		}
	}
}

###################
leader_trait_army_veteran = {
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_army_veteran"
		RARITY = common
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		planet_army_build_speed_mult = 0.1
		armies_cost_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
		job_soldier_add = 100
	}
	triggered_councilor_modifier = {
		potential = { trait_is_gestalt_check = yes }
			pop_warrior_drone_bonus_workforce_mult = 0.1
			job_warrior_drone_add = 100
	}
	triggered_galcom_modifier = { 
		potential = { 	is_ruler = no
						is_gestalt = no
						leader_class = official }
		diplo_weight_rivals_mult = 0.015
	}
	triggered_federation_modifier = { 
		potential = { 	is_ruler = no
						is_gestalt = no
						leader_class = official }
		federation_fleet_cap_add = 10
		federation_naval_cap_contribution_mult = 0.05
	}
	leader_potential_add = {
		is_pool_leader = yes # Starting trait only.
		trait_is_nomad_check = no
		OR = {
			is_gestalt = no
			AND = {
				is_gestalt = yes
				is_councilor = yes
			}
		}
	}
	on_gained_effect = {
		add_age = value:percent_of_leader_lifespan|PERCENT|10|
		set_random_commander_background_effect = yes
	}
	leader_class = { official scientist }
	opposites = { "leader_trait_retired_fleet_officer" }
	selectable_weight = {
		weight = @shared_trait_weight
		inline_script = {
			script = "paragon/existing_specific_trait_weight_mult"
			TRAIT = leader_trait_army_veteran
		}
	}
}

###################
leader_trait_retired_fleet_officer = {
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_retired_fleet_officer"
		RARITY = common
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		starbase_shipyard_build_speed_mult = 0.20
		ship_starting_experience_add = 200
		ship_shield_add = 20
		ship_armor_add = 20
		ship_hull_add = 20
	}
	triggered_federation_modifier = { 
		potential = { 	is_ruler = no
						is_gestalt = no
						leader_class = official }
		federation_fleet_cap_add = 10
		federation_naval_cap_contribution_mult = 0.05
	}
	triggered_galcom_modifier = { 
		potential = { 	is_ruler = no
						is_gestalt = no
						leader_class = official }
		diplo_weight_naval_mult = 0.05
	}
	leader_potential_add = {
		is_pool_leader = yes # Starting trait only.
		OR = {
			is_gestalt = no
			AND = {
				is_gestalt = yes
				is_councilor = yes
			}
		}
	}
	on_gained_effect = {
		add_age = value:percent_of_leader_lifespan|PERCENT|10|
		set_random_commander_background_effect = yes
	}
	leader_class = { official scientist }
	opposites = { "leader_trait_army_veteran" }
	selectable_weight = {
		weight = @shared_trait_weight
		inline_script = {
			script = "paragon/existing_specific_trait_weight_mult"
			TRAIT = leader_trait_retired_fleet_officer
		}
	}
}

###################
leader_trait_agrarian_upbringing = {
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_agrarian_upbringing"
		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
		exists = owner
		owner = { country_uses_food = yes }
		is_pool_leader = yes # Starting trait only.
	}
	on_gained_effect = {
		if = {
			limit = { owner = { is_anglers_empire = yes } }
			change_background_job = angler
		}
		else = {
			change_background_job = farmer
		}
	}
	planet_modifier = {
		planet_jobs_food_produces_mult = 0.15
		planet_pops_organics_food_upkeep_mult = -0.15
	}
	sector_modifier = {
		planet_jobs_food_produces_mult = 0.075
		planet_pops_organics_food_upkeep_mult = -0.075
	}
	triggered_federation_modifier = { 
		potential = { 	leader_class = official 
						is_gestalt = yes }
		cohesion_add = 0.5
	}
	triggered_galcom_modifier = { 
		potential = { 	leader_class = official 
						is_gestalt = yes }
		diplo_weight_pops_mult = 0.05
	}
	leader_class = { commander official scientist }
	selectable_weight = {
		weight = @shared_trait_weight
		inline_script = {
			script = "paragon/existing_specific_trait_weight_mult"
			TRAIT = leader_trait_agrarian_upbringing
		}
	}
}

#########################
#  NON STARTING TRAITS  #
#########################

###################
trait_ruler_fertility_preacher = {
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_fertility_preacher"
		RARITY = common
		COUNCIL = yes
		TIER = 1
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
		trait_is_wilderness_check = no
		OR = {
			is_gestalt = no
			AND = {
				is_gestalt = yes
				is_councilor = yes
			}
		}
		exists = owner
		owner = {
			OR = {
				NOT = {
					has_origin = origin_synthetic_fertility
				}
				AND = {
					has_origin = origin_synthetic_fertility
					has_technology = tech_synthetic_workers
				}
			}
		}
	}
	triggered_councilor_modifier = {
		potential = {
			exists = owner
			owner = { is_synthetic_empire = no }
		}
		logistic_growth_mult = 0.05
	}
	triggered_councilor_modifier = {
		potential = {
			exists = owner
			owner = { is_synthetic_empire = yes }
		}
		planet_pop_assembly_mult = 0.05
	}
	triggered_councilor_modifier = {
		potential = {
			exists = owner
			owner = { country_uses_food = yes }
		}
		country_food_produces_mult = 0.05
	}
	triggered_councilor_modifier = {
		potential = {
			exists = owner
			owner = { country_uses_food = no }
		}
		planet_pops_upkeep_mult = -0.025
	}
	triggered_galcom_modifier = {
		potential = { 	is_ruler = no
						is_gestalt = no }
		diplo_weight_pops_mult = 0.05
	}
	triggered_federation_modifier = {
		potential = { 	is_ruler = no
						is_gestalt = no }
		cohesion_add = 0.5
	}
	leader_class = { official }
	selectable_weight = {
		weight = @class_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

###################
leader_trait_righteous = {
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_righteous"
		RARITY = common
		COUNCIL = no
		TIER = 1
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
	}
	triggered_planet_modifier = {
		potential = { 	trait_is_gestalt_check = no 
						exists = owner
						owner = { NOT = { has_valid_civic = civic_dystopian_society } } }
		job_enforcer_add = 75
	}
	triggered_planet_modifier = {
		potential = { 	trait_is_gestalt_check = no 
						exists = owner
						owner = { has_valid_civic = civic_dystopian_society } }
		job_dystopian_enforcer_add = 75
	}
	triggered_planet_modifier = {
		potential = { 	trait_is_gestalt_check = no 
						exists = owner
						owner = { NOT = { has_valid_civic = civic_civil_education } } }
		job_enforcer_stability_add = 0.75
		planet_crime_add = -7.5
		planet_stability_add = 0.75
	}
	triggered_planet_modifier = {
		potential = {	trait_is_gestalt_check = no 
						exists = owner
						owner = { has_valid_civic = civic_civil_education } }
		job_enforcer_stability_add = 0.75
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes
					  trait_is_wilderness_check = no }
		planet_crime_no_happiness_add = -15
		planet_stability_add = 1.5
		job_evaluator_add = 50
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes
					  trait_is_wilderness_check = yes }
		planet_stability_add = 2.5
	}
	triggered_sector_modifier = {
		potential = { 	trait_is_gestalt_check = no 
						exists = owner
						owner = { NOT = { has_valid_civic = civic_dystopian_society } } }
		job_enforcer_add = 35
	}
	triggered_sector_modifier = {
		potential = { 	trait_is_gestalt_check = no 
						exists = owner
						owner = { has_valid_civic = civic_dystopian_society } }
		job_dystopian_enforcer_add = 35
	}
	triggered_sector_modifier = {
		potential = { 	trait_is_gestalt_check = no 
						exists = owner
						owner = { NOT = { has_valid_civic = civic_civil_education } } }
		job_enforcer_stability_add = 0.35
		planet_crime_add = -3.5
		planet_stability_add = 0.35
	}
	triggered_sector_modifier = {
		potential = {	trait_is_gestalt_check = no 
						exists = owner
						owner = { has_valid_civic = civic_civil_education } }
		job_enforcer_stability_add = 0.35
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes
					  trait_is_wilderness_check = no }
		planet_crime_no_happiness_add = -7.5
		planet_stability_add = 0.75
		job_evaluator_add = 25
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes
					  trait_is_wilderness_check = yes }
		planet_stability_add = 1.25
	}
	triggered_federation_modifier = { 
		potential = { 	leader_class = official 
						is_gestalt = yes }
		cohesion_add = 0.5
	}
	triggered_galcom_modifier = { 
		potential = { 	leader_class = official 
						is_gestalt = yes }
		diplo_weight_pops_mult = 0.05
	}
	leader_class = { commander official }
	opposites = {
		leader_trait_corrupt
		leader_trait_corrupt_2
	}
	selectable_weight = {
		weight = @shared_trait_weight
		inline_script = paragon/governor_weight_mult
	}
}

leader_trait_righteous_2 = {
	replace_traits = { "leader_trait_righteous" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_righteous"
		RARITY = common
		COUNCIL = no
		TIER = 2
	}
	triggered_planet_modifier = {
		potential = { 	trait_is_gestalt_check = no 
						exists = owner
						owner = { NOT = { has_valid_civic = civic_dystopian_society } } }
		job_enforcer_add = 150
	}
	triggered_planet_modifier = {
		potential = { 	trait_is_gestalt_check = no 
						exists = owner
						owner = { has_valid_civic = civic_dystopian_society } }
		job_dystopian_enforcer_add = 150
	}
	triggered_planet_modifier = {
		potential = { 	trait_is_gestalt_check = no 
						exists = owner
						owner = { NOT = { has_valid_civic = civic_civil_education } } }
		job_enforcer_stability_add = 1.5
		planet_crime_add = -15
		planet_stability_add = 1.5
	}
	triggered_planet_modifier = {
		potential = {	trait_is_gestalt_check = no 
						exists = owner
						owner = { has_valid_civic = civic_civil_education } }
		job_enforcer_stability_add = 1.5
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes
					  trait_is_wilderness_check = no }
		planet_crime_no_happiness_add = -30
		planet_stability_add = 3
		job_evaluator_add = 100
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes
					  trait_is_wilderness_check = yes }
		planet_stability_add = 5
	}
	triggered_sector_modifier = {
		potential = { 	trait_is_gestalt_check = no 
						exists = owner
						owner = { NOT = { has_valid_civic = civic_dystopian_society } } }
		job_enforcer_add = 75
	}
	triggered_sector_modifier = {
		potential = { 	trait_is_gestalt_check = no 
						exists = owner
						owner = { has_valid_civic = civic_dystopian_society } }
		job_dystopian_enforcer_add = 75
	}
	triggered_sector_modifier = {
		potential = { 	trait_is_gestalt_check = no 
						exists = owner
						owner = { NOT = { has_valid_civic = civic_civil_education } } }
		job_enforcer_stability_add = 0.75
		planet_crime_add = -7.5
		planet_stability_add = 0.75
	}
	triggered_sector_modifier = {
		potential = {	trait_is_gestalt_check = no 
						exists = owner
						owner = { has_valid_civic = civic_civil_education } }
		job_enforcer_stability_add = 0.75
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes
					  trait_is_wilderness_check = no }
		planet_crime_no_happiness_add = -15
		planet_stability_add = 1.5
		job_evaluator_add = 50
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes
					  trait_is_wilderness_check = yes }
		planet_stability_add = 2.5
	}
	triggered_federation_modifier = { 
		potential = { 	leader_class = official 
						is_gestalt = yes }
		cohesion_add = 1
	}
	triggered_galcom_modifier = { 
		potential = { 	leader_class = official 
						is_gestalt = yes }
		diplo_weight_pops_mult = 0.1
	}
	leader_class = { commander official }
	opposites = {
		leader_trait_corrupt
		leader_trait_corrupt_2
	}
}

###################
leader_trait_iron_fist = {
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_iron_fist"
		RARITY = common
		COUNCIL = no
		TIER = 1
	}
	planet_modifier = {
		planet_jobs_worker_produces_mult = 0.1
		pop_cat_worker_happiness = -0.05
	}
	triggered_planet_modifier = {
		potential = { 	exists = owner
						owner = { allows_slavery = yes} }
		pop_slave_bonus_workforce_mult = 0.05
		pop_slave_happiness = -0.05
	}
	sector_modifier = {
		planet_jobs_worker_produces_mult = 0.05
		pop_cat_worker_happiness = -0.025
	}
	triggered_sector_modifier = {
		potential = { 	exists = owner
						owner = { allows_slavery = yes} }
		pop_slave_bonus_workforce_mult = 0.025
		pop_slave_happiness = -0.025
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
		trait_is_gestalt_check = no
	}
	leader_class = { commander }
	selectable_weight = {
		weight = @shared_trait_weight
		inline_script = paragon/governor_weight_mult
	}
}

leader_trait_iron_fist_2 = {
	replace_traits = { "leader_trait_iron_fist" }
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_iron_fist"
		RARITY = common
		COUNCIL = no
		TIER = 2
	}
	planet_modifier = {
		planet_jobs_worker_produces_mult = 0.2
		pop_cat_worker_happiness = -0.1
	}
	triggered_planet_modifier = {
		potential = { 	exists = owner
						owner = { allows_slavery = yes} }
		pop_slave_bonus_workforce_mult = 0.1
		pop_slave_happiness = -0.1
	}
	sector_modifier = {
		planet_jobs_worker_produces_mult = 0.1
		pop_cat_worker_happiness = -0.05
	}
	triggered_sector_modifier = {
		potential = { 	exists = owner
						owner = { allows_slavery = yes} }
		pop_slave_bonus_workforce_mult = 0.05
		pop_slave_happiness = -0.05
	}
	leader_class = { commander }
}

###################
leader_trait_environmental_engineer = {
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_environmental_engineer"
		RARITY = common
		COUNCIL = no
		TIER = 1
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
		trait_is_nomad_check = no
		exists = owner
		owner = {
			has_blocker_removal_tech = yes
		}
	}
	planet_modifier = {
		deposit_blockers_cost_mult = -0.3
		planet_clear_blocker_speed_mult = 0.3
		pop_environment_tolerance = 0.1
	}
	sector_modifier = {
		deposit_blockers_cost_mult = -0.15
		planet_clear_blocker_speed_mult = 0.15
		pop_environment_tolerance = 0.05
	}
	triggered_federation_modifier = { 
		potential = { 	leader_class = official 
						is_gestalt = yes }
		federation_naval_cap_contribution_mult = 0.05
		federation_fleet_cap_add = 10
	}
	triggered_galcom_modifier = { 
		potential = { 	leader_class = official 
						is_gestalt = yes }
		diplo_weight_naval_mult = 0.05
	}
	leader_class = { commander official scientist }
	selectable_weight = {
		weight = @shared_trait_weight
		inline_script = paragon/governor_weight_mult
		modifier = {
			owner = {
				has_valid_civic = civic_environmentalist
			}
			factor = @anti_synergy_weight_mult
		}
	}
}

###################
leader_trait_enlister = {
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_enlister"
		RARITY = common
		COUNCIL = no
		TIER = 1
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
	}
	self_modifier = {
		commander_exp_gain = 0.1
		leader_commanders_upkeep_mult = -0.1
	}
	triggered_background_planet_modifier = {
		potential = { 	exists = FROM
						FROM = { 	exists = owner
									owner = { 	is_same_value = root.owner
												is_nomadic = no 
												NOT = { has_origin = origin_toxic_knights } } }
		}
		planet_army_build_speed_mult = 0.1
		armies_cost_mult = -0.1
	}
	triggered_background_planet_modifier = {
		potential = { 	exists = FROM
						FROM = { 	exists = owner
									owner = { 	is_same_value = root.owner
												NOT = { has_origin = origin_toxic_knights } } }
			trait_is_wilderness_check = no
		}
		job_soldier_or_warrior_add = 100
	}
	triggered_background_planet_modifier = {
		potential = { 	exists = FROM
						FROM = { 	exists = owner
									owner = { 	is_same_value = root.owner
												has_origin = origin_toxic_knights } }
			trait_is_wilderness_check = no
		}
		job_knight_add = 100
	}
	triggered_background_planet_modifier = {
		potential = { 	exists = FROM
						FROM = { 	exists = owner
									owner = { 	is_same_value = root.owner
												NOT = { has_origin = origin_toxic_knights } } }
			trait_is_wilderness_check = yes
		}
		pop_warrior_drone_bonus_workforce_mult  = 0.05
	}
	
	leader_class = { commander }
	selectable_weight = {
		weight = @shared_trait_weight
		inline_script = paragon/governor_weight_mult
	}
}

###################
leader_trait_shipwright = {
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_shipwright"
		RARITY = common
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		starbase_shipyard_build_speed_mult = 0.10
		ships_upkeep_mult = -0.01
	}
	galcom_modifier = {
		diplo_weight_naval_mult = 0.05
		potential = { 	is_ruler = no
						is_gestalt = no }
	}
	federation_modifier = {
		federation_naval_cap_contribution_mult = 0.05
		federation_fleet_cap_add = 10
		potential = { 	is_ruler = no
						is_gestalt = no }
	}
	leader_class = { official }
	leader_potential_add = {
		OR = {
			is_gestalt = no
			AND = {
				is_gestalt = yes
				is_councilor = yes
			}
		}
	}
	opposites = {
		leader_trait_irenic
		leader_trait_irenic_2
	}
	selectable_weight = {
		weight = @class_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

###################
leader_trait_architectural_interest = {
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_architectural_interest"
		RARITY = common
		COUNCIL = no
		TIER = 1
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
	}
	planet_modifier = {
		planet_structures_upkeep_mult = -0.2
		planet_building_build_speed_mult = 0.2
		planet_housing_add = 200
	}
	sector_modifier = {
		planet_structures_upkeep_mult = -0.1
		planet_building_build_speed_mult = 0.1
		planet_housing_add = 100
	}
	triggered_federation_modifier = { 
		potential = { 	leader_class = official 
						is_gestalt = yes }
		federation_experience_add = 0.5
	}
	triggered_galcom_modifier = { 
		potential = { 	leader_class = official 
						is_gestalt = yes }
		diplo_weight_technology_mult = 0.05
	}
	leader_class = { official scientist }
	opposites = {
		leader_trait_procrastinator
		leader_trait_procrastinator_2
	}
	selectable_weight = {
		weight = @shared_trait_weight
		inline_script = paragon/governor_weight_mult
	}
}

###################
leader_trait_trade_focus = {
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_trader"
		RARITY = common
		COUNCIL = no
		TIER = 1
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
		has_paragon_dlc = yes
		exists = owner
	}
	planet_modifier = {
		planet_jobs_trade_produces_mult = 0.15
	}
	sector_modifier = {
		planet_jobs_trade_produces_mult = 0.075
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
		planet_pops_trade_produces_mult = 0.15
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
		planet_maintenance_drones_trade_produces_add = 0.15
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
		planet_pops_trade_produces_mult = 0.075
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
		planet_maintenance_drones_trade_produces_add = 0.075
	}
	triggered_federation_modifier = { 
		potential = { 	leader_class = official 
						is_gestalt = yes }
		cohesion_add = 0.5
	}
	triggered_galcom_modifier = { 
		potential = { 	leader_class = official 
						is_gestalt = yes }
		diplo_weight_economy_mult = 0.05
	}
	leader_class = { official }
	opposites = {
		leader_trait_insider_trading
		leader_trait_insider_trading_2
	}
	selectable_weight = {
		weight = @class_trait_weight
		inline_script = paragon/governor_weight_mult
		modifier = {
			add = @designation_bonus
			exists = planet
			planet = {
				has_trade_designation = yes
			}
		}
	}
}

leader_trait_trade_focus_2 = {
	replace_traits = { "leader_trait_trade_focus" }
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_trader"
		RARITY = common
		COUNCIL = no
		TIER = 2
	}
	planet_modifier = {
		planet_jobs_trade_produces_mult = 0.25
	}
	sector_modifier = {
		planet_jobs_trade_produces_mult = 0.125
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
		planet_pops_trade_produces_mult = 0.25
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
		planet_maintenance_drones_trade_produces_add = 0.25
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
		planet_pops_trade_produces_mult = 0.125
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
		planet_maintenance_drones_trade_produces_add = 0.125
	}
	triggered_federation_modifier = { 
		potential = { 	leader_class = official 
						is_gestalt = yes }
		cohesion_add = 1
	}
	triggered_galcom_modifier = { 
		potential = { 	leader_class = official 
						is_gestalt = yes }
		diplo_weight_economy_mult = 0.1
	}
	leader_class = { official }
	opposites = {
		leader_trait_insider_trading
		leader_trait_insider_trading_2
	}
}

###############
#  VISIONARY  #
###############

leader_trait_frontier_spirit = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_frontier_spirit"
		RARITY = veteran
		COUNCIL = yes
		TIER = 1
	}
	triggered_councilor_modifier = {
		potential = {
			trait_is_nomad_check = no
		}
		planet_colony_development_speed_mult = 0.15
		planet_resettlement_unemployed_mult = 0.15
		founder_species_growth_mult = 0.025
		empire_size_pops_mult = -0.025
	}
	triggered_councilor_modifier = {
		potential = {
			trait_is_nomad_check = no
			exists = owner
			owner = { NOT = { has_tradition = tr_expansion_adopt} }
		}
		ship_colonizer_cost_mult = -0.075
	}
	triggered_councilor_modifier = {
		potential = {
			trait_is_nomad_check = yes
		}
		megastructures_waystations_cost_mult = -0.075
		megastructure_waystation_megastructure_build_speed_mult = 0.15
		starbase_stockpile_capacity_mult = 0.025
		empire_size_pops_mult = -0.025
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		trait_is_wilderness_check = no
		has_trait = subclass_official_economy_councilor
	}
	leader_class = { official }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_frontier_spirit_2 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_frontier_spirit" }
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_frontier_spirit"
		RARITY = veteran
		COUNCIL = yes
		TIER = 2
	}
	triggered_councilor_modifier = {
		potential = {
			trait_is_nomad_check = no
		}
		planet_colony_development_speed_mult = 0.3
		planet_resettlement_unemployed_mult = 0.3
		founder_species_growth_mult = 0.05
		empire_size_pops_mult = -0.05
	}
	triggered_councilor_modifier = {
		potential = {
			trait_is_nomad_check = yes
		}
		megastructures_waystations_cost_mult = -0.15
		megastructure_waystation_megastructure_build_speed_mult = 0.3
		starbase_stockpile_capacity_mult = 0.05
		empire_size_pops_mult = -0.05
	}
	triggered_councilor_modifier = {
		potential = {
			trait_is_nomad_check = no
			exists = owner
			owner = { NOT = { has_tradition = tr_expansion_adopt} }
		}
		ship_colonizer_cost_mult = -0.15
	}
	leader_class = { official }
}

###################
leader_trait_cultural_focus = {
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_cultural_focus"
		RARITY = veteran
		COUNCIL = yes
		TIER = 1
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		has_trait = subclass_official_economy_councilor
	}
	councilor_modifier = {
		planet_jobs_unity_produces_mult = 0.1
		pop_job_amenities_mult = 0.1
	}
	leader_trait_type = veteran
	leader_class = { official }
	selectable_weight = {
		weight = @class_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_cultural_focus_2 = {
	replace_traits = { "leader_trait_cultural_focus" }
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_cultural_focus"
		RARITY = veteran
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		planet_jobs_unity_produces_mult = 0.2
		pop_job_amenities_mult = 0.2
	}
	leader_trait_type = veteran
	leader_class = { official }
}

leader_trait_cultural_focus_3 = {
	replace_traits = { "leader_trait_cultural_focus_2" }
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_cultural_focus"
		RARITY = veteran
		COUNCIL = yes
		TIER = 3
	}
	councilor_modifier = {
		planet_jobs_unity_produces_mult = 0.3
		pop_job_amenities_mult = 0.3
	}
	leader_trait_type = veteran
	leader_class = { official }
}

###################
trait_ruler_investor = {
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_investor"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 1
	}
	triggered_councilor_modifier = {
		potential = { trait_is_gestalt_check = no }
		country_trade_produces_mult = 0.05
		planet_jobs_upkeep_mult = -0.01
	}
	triggered_councilor_modifier = {
		potential = { 	exists = owner
						owner = { is_megacorp = yes } }
		branch_office_value_mult = 0.05
		empire_size_branch_office_mult = -0.01
		planet_branch_offices_influence_cost_mult = -0.01
	}
	triggered_councilor_modifier = {
		potential = { trait_is_gestalt_check = yes }
		planet_jobs_produces_mult = 0.03
		planet_jobs_upkeep_mult = -0.01
	}
	leader_potential_add = {
		OR = {
			has_paragon_dlc = no
			has_trait = subclass_official_economy_councilor
		}
	}
	leader_trait_type = veteran
	leader_class = { official }
	opposites = {
		leader_trait_insider_trading
		leader_trait_insider_trading_2
	}
	selectable_weight = {
		inline_script = paragon/subclass_free_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

trait_ruler_investor_2 = {
	replace_traits = { "trait_ruler_investor" }
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_investor"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 2
	}
	triggered_councilor_modifier = {
		potential = { trait_is_gestalt_check = no }
		country_trade_produces_mult = 0.1
		planet_jobs_upkeep_mult = -0.02
	}
	triggered_councilor_modifier = {
		potential = { 	exists = owner
						owner = { is_megacorp = yes } }
		branch_office_value_mult = 0.1
		empire_size_branch_office_mult = -0.02
		planet_branch_offices_influence_cost_mult = -0.02
	}
	triggered_councilor_modifier = {
		potential = { trait_is_gestalt_check = yes }
		planet_jobs_produces_mult = 0.065
		planet_jobs_upkeep_mult = -0.015
	}
	leader_class = { official }
	opposites = {
		leader_trait_insider_trading
		leader_trait_insider_trading_2
	}
	leader_trait_type = veteran
}

trait_ruler_investor_3 = {
	replace_traits = { "trait_ruler_investor_2" }
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_investor"
		RARITY = veteran
		COUNCIL = yes
		TIER = 3
	}
	triggered_councilor_modifier = {
		potential = { trait_is_gestalt_check = no }
		country_trade_produces_mult = 0.15
		planet_jobs_upkeep_mult = -0.03
	}
	triggered_councilor_modifier = {
		potential = { 	exists = owner
						owner = { is_megacorp = yes } }
		branch_office_value_mult = 0.15
		empire_size_branch_office_mult = -0.03
		planet_branch_offices_influence_cost_mult = -0.03
	}
	triggered_councilor_modifier = {
		potential = { trait_is_gestalt_check = yes }
		planet_jobs_produces_mult = 0.1
		planet_jobs_upkeep_mult = -0.02
	}
	leader_potential_add = {
		has_paragon_dlc = yes
	}
	leader_trait_type = veteran
	leader_class = { official }
	opposites = {
		leader_trait_insider_trading
		leader_trait_insider_trading_2
	}
}

###################
trait_ruler_architectural_sense = {
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_architectural_sense"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		megastructures_cost_mult  = -0.005
		planet_structures_cost_mult = -0.05
		planet_structures_upkeep_mult = -0.05
		planet_building_build_speed_mult = 0.1
	}
	leader_potential_add = {
		OR = {
			has_paragon_dlc = no
			has_trait = subclass_official_economy_councilor
		}
	}
	leader_trait_type = veteran
	leader_class = { official }
	selectable_weight = {
		inline_script = paragon/subclass_free_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

trait_ruler_architectural_sense_2 = {
	replace_traits = { "trait_ruler_architectural_sense" }
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_architectural_sense"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		megastructures_cost_mult  = -0.01
		planet_structures_cost_mult = -0.1
		planet_structures_upkeep_mult = -0.1
		planet_building_build_speed_mult = 0.2
	}
	leader_trait_type = veteran
	leader_class = { official }
}

trait_ruler_architectural_sense_3 = {
	replace_traits = { "trait_ruler_architectural_sense_2" }
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_architectural_sense"
		RARITY = veteran
		COUNCIL = yes
		TIER = 3
	}
	councilor_modifier = {
		megastructures_cost_mult  = -0.015
		planet_structures_cost_mult = -0.15
		planet_structures_upkeep_mult = -0.15
		planet_building_build_speed_mult = 0.3
	}
	leader_trait_type = veteran
	leader_potential_add = {
		has_paragon_dlc = yes
	}
	leader_class = { official }
}

###################
trait_ruler_deep_connections = {
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_deep_connections"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		country_councilor_influence_produces_add = 0.5
		council_agenda_progress_speed = 0.05
		country_influence_produces_mult = 0.01
	}
	leader_trait_type = veteran
	leader_potential_add = {
		OR = {
			has_paragon_dlc = no
			has_trait = subclass_official_diplomacy_councilor
		}
	}
	leader_class = { official }
	selectable_weight = {
		inline_script = paragon/subclass_free_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

trait_ruler_deep_connections_2 = {
	replace_traits = { "trait_ruler_deep_connections" }
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_deep_connections"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		country_councilor_influence_produces_add = 0.75
		council_agenda_progress_speed = 0.075
		country_influence_produces_mult = 0.025
	}
	leader_trait_type = veteran
	leader_class = { official }
}

trait_ruler_deep_connections_3 = {
	replace_traits = { "trait_ruler_deep_connections_2" }
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_deep_connections"
		RARITY = veteran
		COUNCIL = yes
		TIER = 3
	}
	councilor_modifier = {
		country_councilor_influence_produces_add = 1
		council_agenda_progress_speed = 0.1
		country_influence_produces_mult = 0.05
	}
	leader_potential_add = {
		has_paragon_dlc = yes
	}
	leader_trait_type = veteran
	leader_class = { official }
}

###################
leader_trait_reformer = {
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_reformer"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 1
	}
	leader_potential_add = {
		is_gestalt = no
		OR = {
			has_paragon_dlc = no
			has_trait = subclass_official_economy_councilor
		}
	}
	councilor_modifier = {
		country_unity_produces_mult = 0.05
		pop_factions_produces_mult = 0.05
		pop_government_ethic_attraction = 0.05
	}
	leader_trait_type = veteran
	leader_class = { official }
	selectable_weight = {
		inline_script = paragon/subclass_free_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_reformer_2 = {
	replace_traits = { "leader_trait_reformer" }
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_reformer"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		country_unity_produces_mult = 0.1
		pop_factions_produces_mult = 0.1
		pop_government_ethic_attraction = 0.1
	}
	leader_trait_type = veteran
	leader_class = { official }
}

leader_trait_reformer_3 = {
	replace_traits = { "leader_trait_reformer_2" }
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_reformer"
		RARITY = veteran
		COUNCIL = yes
		TIER = 3
	}
	leader_potential_add = {
		has_paragon_dlc = yes
	}
	councilor_modifier = {
		country_unity_produces_mult = 0.15
		pop_factions_produces_mult = 0.15
		pop_government_ethic_attraction = 0.15
	}
	leader_trait_type = veteran
	leader_class = { official }
}

###################
leader_trait_courtroom_training = {
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_courtroom_training"
		RARITY = veteran
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		station_observers_produces_mult = 0.1
		country_trust_cap_add = 10
		country_trust_growth = 0.1
		first_contact_clues_add = 1
		first_contact_speed_mult = 0.1
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		has_trait = subclass_official_diplomacy_councilor
		is_xenophobe = no
		exists = owner
		owner = { is_homicidal = no }
	}
	leader_class = { official }
	opposites = {
		leader_trait_intolerant
		leader_trait_intolerant_2
	}
	leader_trait_type = veteran
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_courtroom_training_2 = {
	replace_traits = { "leader_trait_courtroom_training" }
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_courtroom_training"
		RARITY = veteran
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		station_observers_produces_mult = 0.2
		country_trust_cap_add = 20
		country_trust_growth = 0.2
		first_contact_clues_add = 2
		first_contact_speed_mult = 0.2
	}
	leader_class = { official }
	opposites = {
		leader_trait_intolerant
		leader_trait_intolerant_2
	}
	leader_trait_type = veteran
}

leader_trait_courtroom_training_3 = {
	replace_traits = { "leader_trait_courtroom_training_2" }
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_courtroom_training"
		RARITY = veteran
		COUNCIL = yes
		TIER = 3
	}
	councilor_modifier = {
		station_observers_produces_mult = 0.3
		country_trust_cap_add = 30
		country_trust_growth = 0.3
		first_contact_clues_add = 3
		first_contact_speed_mult = 0.3
	}
	leader_class = { official }
	opposites = {
		leader_trait_intolerant
		leader_trait_intolerant_2
	}
	leader_trait_type = veteran
}

#############
#  PIONEER  #
#############

leader_trait_mining_focus = {
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_mining_focus"
		RARITY = veteran
		COUNCIL = no
		TIER = 1
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no 
						trait_is_nomad_check = yes }
		arkship_harvest_resources_produces_mult = 0.1
		job_ark_harvester_add = 100
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes 
						trait_is_nomad_check = yes }
		arkship_harvest_resources_produces_mult = 0.1
		job_ark_harvester_gestalt_add  = 100
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no 
						trait_is_nomad_check = no }
			planet_jobs_minerals_produces_mult = 0.15
			job_miner_add = 150
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes 
						trait_is_nomad_check = no }
			planet_jobs_minerals_produces_mult = 0.075
			job_miner_add = 75
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no 
						trait_is_nomad_check = no }
			planet_jobs_minerals_produces_mult = 0.15
			job_mining_drone_add = 150
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no 
						trait_is_nomad_check = no }
			planet_jobs_minerals_produces_mult = 0.075
			job_mining_drone_add = 75
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		has_any_governor_focus = no
		has_governor_subclass = yes
	}
	leader_trait_type = veteran
	leader_class = { commander }
	custom_tooltip_with_modifiers = only_one_governor_focus
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/governor_weight_mult
		modifier = {
			factor = @designation_bonus
			exists = planet
			planet = {
				has_mining_designation = yes
			}
		}
	}
}

leader_trait_mining_focus_2 = {
	replace_traits = { "leader_trait_mining_focus" }
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_mining_focus"
		RARITY = veteran
		COUNCIL = no
		TIER = 2
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no 
						trait_is_nomad_check = yes }
		arkship_harvest_resources_produces_mult = 0.2
		job_ark_harvester_add = 200
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes 
						trait_is_nomad_check = yes }
		arkship_harvest_resources_produces_mult = 0.2
		job_ark_harvester_gestalt_add  = 200
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no 
						trait_is_nomad_check = no }
			planet_jobs_minerals_produces_mult = 0.30
			job_miner_add = 300
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes 
						trait_is_nomad_check = no }
			planet_jobs_minerals_produces_mult = 0.15
			job_miner_add = 150
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no 
						trait_is_nomad_check = no }
			planet_jobs_minerals_produces_mult = 0.30
			job_mining_drone_add = 300
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no 
						trait_is_nomad_check = no }
			planet_jobs_minerals_produces_mult = 0.15
			job_mining_drone_add = 150
	}
	leader_trait_type = veteran
	leader_class = { commander }
	custom_tooltip_with_modifiers = only_one_governor_focus
}

leader_trait_mining_focus_3 = {
	replace_traits = { "leader_trait_mining_focus_2" }
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_mining_focus"
		RARITY = veteran
		COUNCIL = no
		TIER = 3
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no 
						trait_is_nomad_check = yes }
		arkship_harvest_resources_produces_mult = 0.3
		job_ark_harvester_add = 300
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes 
						trait_is_nomad_check = yes }
		arkship_harvest_resources_produces_mult = 0.3
		job_ark_harvester_gestalt_add  = 300
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no 
						trait_is_nomad_check = no }
			planet_jobs_minerals_produces_mult = 0.45
			job_miner_add = 450
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes 
						trait_is_nomad_check = no }
			planet_jobs_minerals_produces_mult = 0.225
			job_miner_add = 225
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no 
						trait_is_nomad_check = no }
			planet_jobs_minerals_produces_mult = 0.45
			job_mining_drone_add = 450
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no 
						trait_is_nomad_check = no }
			planet_jobs_minerals_produces_mult = 0.225
			job_mining_drone_add = 225
	}
	leader_trait_type = veteran
	leader_class = { commander }
	custom_tooltip_with_modifiers = only_one_governor_focus
}

###################
leader_trait_generator_focus = {
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_financial"
		RARITY = veteran
		COUNCIL = no
		TIER = 1
	}
	planet_modifier = {
		planet_jobs_energy_produces_mult = 0.15
	}
	sector_modifier = {
		planet_jobs_energy_produces_mult = 0.075
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
			job_technician_add = 150
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
			job_technician_add = 75
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
			job_technician_drone_add = 150
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
			job_technician_drone_add = 75
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		has_any_governor_focus = no
		has_governor_subclass = yes
	}
	leader_trait_type = veteran
	leader_class = { commander }
	custom_tooltip_with_modifiers = only_one_governor_focus
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/governor_weight_mult
		modifier = {
			factor = @designation_bonus
			exists = planet
			planet = {
				has_generator_designation = yes
			}
		}
	}
}

leader_trait_generator_focus_2 = {
	replace_traits = { "leader_trait_generator_focus" }
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_financial"
		RARITY = veteran
		COUNCIL = no
		TIER = 2
	}
	planet_modifier = {
		planet_jobs_energy_produces_mult = 0.3
	}
	sector_modifier = {
		planet_jobs_energy_produces_mult = 0.15
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
			job_technician_add = 300
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
			job_technician_add = 150
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
			job_technician_drone_add = 300
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
			job_technician_drone_add = 150
	}
	leader_trait_type = veteran
	leader_class = { commander }
	custom_tooltip_with_modifiers = only_one_governor_focus
}

leader_trait_generator_focus_3 = {
	replace_traits = { "leader_trait_generator_focus_2" }
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_financial"
		RARITY = veteran
		COUNCIL = no
		TIER = 3
	}
	planet_modifier = {
		planet_jobs_energy_produces_mult = 0.45
	}
	sector_modifier = {
		planet_jobs_energy_produces_mult = 0.225
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
			job_technician_add = 450
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
			job_technician_add = 225
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
			job_technician_drone_add = 450
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
			job_technician_drone_add = 225
	}
	leader_trait_type = veteran
	leader_class = { commander }
	custom_tooltip_with_modifiers = only_one_governor_focus
}

###################
leader_trait_farming_focus = {
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_food"
		RARITY = veteran
		COUNCIL = no
		TIER = 1
	}
	planet_modifier = {
		planet_jobs_food_produces_mult = 0.15
	}
	sector_modifier = {
		planet_jobs_food_produces_mult = 0.075
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
			job_farmer_add = 150
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
			job_farmer_add = 75
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
			job_agri_drone_add = 150
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
			job_agri_drone_add = 75
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		exists = owner
		owner = { country_uses_food = yes }
		has_any_governor_focus = no
		has_governor_subclass = yes
	}
	leader_trait_type = veteran
	leader_class = { commander }
	custom_tooltip_with_modifiers = only_one_governor_focus
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/governor_weight_mult
		modifier = {
			factor = @designation_bonus
			exists = planet
			planet = {
				has_farming_designation = yes
			}
		}
	}
}

leader_trait_farming_focus_2 = {
	replace_traits = { "leader_trait_farming_focus" }
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_food"
		RARITY = veteran
		COUNCIL = no
		TIER = 2
	}
	planet_modifier = {
		planet_jobs_food_produces_mult = 0.3
	}
	sector_modifier = {
		planet_jobs_food_produces_mult = 0.15
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
			job_farmer_add = 300
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
			job_farmer_add = 150
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
			job_agri_drone_add = 300
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
			job_agri_drone_add = 150
	}
	leader_trait_type = veteran
	leader_class = { commander }
	custom_tooltip_with_modifiers = only_one_governor_focus
}

leader_trait_farming_focus_3 = {
	replace_traits = { "leader_trait_farming_focus_2" }
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_food"
		RARITY = veteran
		COUNCIL = no
		TIER = 3
	}
	planet_modifier = {
		planet_jobs_food_produces_mult = 0.45
	}
	sector_modifier = {
		planet_jobs_food_produces_mult = 0.225
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
			job_farmer_add = 450
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
			job_farmer_add = 225
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
			job_agri_drone_add = 450
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
			job_agri_drone_add = 225
	}
	leader_trait_type = veteran
	leader_class = { commander }
	custom_tooltip_with_modifiers = only_one_governor_focus
}

###################
leader_trait_settler = {
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_settler"
		RARITY = veteran
		COUNCIL = no
		TIER = 1
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		trait_is_wilderness_check = no
		has_trait = subclass_official_governor
	}
	leader_trait_type = veteran
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
		planet_housing_add = 500
		planet_amenities_add = 500
		founder_species_growth_mult = 0.05
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
		planet_housing_add = 500
		planet_amenities_no_happiness_add = 500
		founder_species_growth_mult = 0.05
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
		planet_housing_add = 250
		planet_amenities_add = 250
		founder_species_growth_mult = 0.025
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
		planet_housing_add = 250
		planet_amenities_no_happiness_add = 250
		founder_species_growth_mult = 0.025
	}
	leader_class = { official }
	selectable_weight = {
		inline_script = paragon/subclass_free_trait_weight
		inline_script = paragon/governor_weight_mult
	}
}

leader_trait_settler_2 = {
	replace_traits = { "leader_trait_settler" }
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_settler"
		RARITY = veteran
		COUNCIL = no
		TIER = 2
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
		planet_housing_add = 1000
		planet_amenities_add = 1000
		founder_species_growth_mult = 0.1
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
		planet_housing_add = 1000
		planet_amenities_no_happiness_add = 1000
		founder_species_growth_mult = 0.1
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
		planet_housing_add = 500
		planet_amenities_add = 500
		founder_species_growth_mult = 0.05
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
		planet_housing_add = 500
		planet_amenities_no_happiness_add = 500
		founder_species_growth_mult = 0.05
	}
	leader_trait_type = veteran
	leader_class = { official }
}

leader_trait_settler_3 = {
	replace_traits = { "leader_trait_settler_2" }
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_settler"
		RARITY = veteran
		COUNCIL = no
		TIER = 3
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
		planet_housing_add = 1500
		planet_amenities_add = 1500
		founder_species_growth_mult = 0.15
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
		planet_housing_add = 1500
		planet_amenities_no_happiness_add = 1500
		founder_species_growth_mult = 0.15
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
		planet_housing_add = 750
		planet_amenities_add = 750
		founder_species_growth_mult = 0.075
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
		planet_housing_add = 750
		planet_amenities_no_happiness_add = 750
		founder_species_growth_mult = 0.075
	}
	leader_trait_type = veteran
	leader_class = { official }
}

###################
leader_trait_cartographer = {
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_cartographer"
		RARITY = veteran
		COUNCIL = yes
		TIER = 1
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		OR = {
			has_trait = subclass_official_economy_councilor
			has_trait = subclass_scientist_councilor
		}
	}
	triggered_councilor_modifier = {
		potential = { 	trait_is_nomad_check = no 
						exists = owner
						NOT = { owner = {	has_origin = origin_void_dwellers }	} }
		terraform_speed_mult = 0.1
		terraforming_cost_mult = -0.05
		pop_resettlement_cost_mult = -0.1
		empire_size_colonies_mult = -0.025
	}
	triggered_councilor_modifier = {
		potential = { 	trait_is_nomad_check = yes
						exists = owner
						NOT = { owner = {	has_origin = origin_void_dwellers }	} }
		arkship_action_speed = 0.05
		science_ship_survey_speed = 0.05
		ship_anomaly_generation_chance_mult = 0.05
		ship_speed_mult = 0.05
		arkship_harvest_resources_produces_mult = 0.025
	}
	triggered_councilor_modifier = {
		potential = {	exists = owner
						owner = {	has_origin = origin_void_dwellers } }
		megastructure_build_speed_mult = 0.05
		planet_districts_hab_cost_mult = -0.025
		pop_resettlement_cost_mult = -0.1
		empire_size_colonies_mult = -0.025
	}
	leader_trait_type = veteran
	leader_class = { official scientist }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_cartographer_2 = {
	replace_traits = { "leader_trait_cartographer" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_cartographer"
		RARITY = veteran
		COUNCIL = yes
		TIER = 2
	}
	triggered_councilor_modifier = {
		potential = { 	trait_is_nomad_check = no
						exists = owner
						NOT  = { owner = {	has_origin = origin_void_dwellers }	} }
		terraform_speed_mult = 0.2
		terraforming_cost_mult = -0.1
		pop_resettlement_cost_mult = -0.2
		empire_size_colonies_mult = -0.05
	}
	triggered_councilor_modifier = {
		potential = { 	trait_is_nomad_check = yes
						exists = owner
						NOT  = { owner = { has_origin = origin_void_dwellers } } }
		arkship_action_speed = 0.1
		science_ship_survey_speed = 0.1
		ship_anomaly_generation_chance_mult = 0.1
		ship_speed_mult = 0.1
		arkship_harvest_resources_produces_mult = 0.05
	}
	triggered_councilor_modifier = {
		potential = {	exists = owner
						owner = {	has_origin = origin_void_dwellers } }
		megastructure_build_speed_mult = 0.1
		planet_districts_hab_cost_mult = -0.05
		pop_resettlement_cost_mult = -0.2
		empire_size_colonies_mult = -0.05
	}
	leader_trait_type = veteran
	leader_class = { official scientist }
}

leader_trait_cartographer_3 = {
	replace_traits = { "leader_trait_cartographer_2" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_cartographer"
		RARITY = veteran
		COUNCIL = yes
		TIER = 3
	}
	triggered_councilor_modifier = {
		potential = { 	trait_is_nomad_check = no 
						exists = owner
						NOT = { owner = {	has_origin = origin_void_dwellers }	} }
		terraform_speed_mult = 0.3
		terraforming_cost_mult = -0.15
		pop_resettlement_cost_mult = -0.3
		empire_size_colonies_mult = -0.075
	}
	triggered_councilor_modifier = {
		potential = { 	trait_is_nomad_check = yes
						exists = owner
						NOT = { owner = {	has_origin = origin_void_dwellers }	} }
		arkship_action_speed = 0.15
		science_ship_survey_speed = 0.15
		ship_anomaly_generation_chance_mult = 0.15
		ship_speed_mult = 0.15
		arkship_harvest_resources_produces_mult = 0.075
	}
	triggered_councilor_modifier = {
		potential = {	exists = owner
						owner = {	has_origin = origin_void_dwellers	} }
		megastructure_build_speed_mult = 0.15
		planet_districts_hab_cost_mult = -0.075
		pop_resettlement_cost_mult = -0.3
		empire_size_colonies_mult = -0.075
	}
	leader_trait_type = veteran
	leader_class = { official scientist }
}

###################
leader_trait_naturalist = {
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_naturalist"
		RARITY = veteran
		COUNCIL = no
		TIER = 1
	}
	planet_modifier = {
		deposit_blockers_natural_unity_produces_add = 4
		planet_pops_organics_upkeep_mult = -0.05
		planet_farmers_unity_produces_add = 0.5
		planet_farmers_food_produces_add = -1
	}
	sector_modifier = {
		deposit_blockers_natural_unity_produces_add = 2
		planet_pops_organics_upkeep_mult = -0.025
		planet_farmers_unity_produces_add = 0.25
		planet_farmers_food_produces_add = -0.5
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		exists = owner
		owner = {
				country_uses_food = yes 
				NOR = {
					has_origin = origin_void_dwellers
					trait_is_nomad_check = yes
				}
		}
		OR = {
			has_trait = subclass_official_governor
			has_trait = subclass_scientist_governor
		}
	}
	leader_trait_type = veteran
	leader_class = { official scientist }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/governor_weight_mult
	}
}

leader_trait_naturalist_2 = {
	replace_traits = { "leader_trait_naturalist" }
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_naturalist"
		RARITY = veteran
		COUNCIL = no
		TIER = 2
	}
	planet_modifier = {
		deposit_blockers_natural_unity_produces_add = 8
		planet_pops_organics_upkeep_mult = -0.1
		planet_farmers_unity_produces_add = 1
		planet_farmers_food_produces_add = -2
	}
	sector_modifier = {
		deposit_blockers_natural_unity_produces_add = 4
		planet_pops_organics_upkeep_mult = -0.05
		planet_farmers_unity_produces_add = 0.5
		planet_farmers_food_produces_add = -1
	}
	leader_trait_type = veteran
	leader_class = { official scientist }
}

leader_trait_naturalist_3 = {
	replace_traits = { "leader_trait_naturalist_2" }
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_naturalist"
		RARITY = veteran
		COUNCIL = no
		TIER = 3
	}
	planet_modifier = {
		deposit_blockers_natural_unity_produces_add = 12
		planet_pops_organics_upkeep_mult = -0.15
		planet_farmers_unity_produces_add = 1.5
		planet_farmers_food_produces_add = -3
	}
	sector_modifier = {
		deposit_blockers_natural_unity_produces_add = 6
		planet_pops_organics_upkeep_mult = -0.075
		planet_farmers_unity_produces_add = 0.75
		planet_farmers_food_produces_add = -1.5
	}
	leader_trait_type = veteran
	leader_class = { official scientist }
}

###################
#  INDUSTRIALIST  #
###################

leader_trait_forge_focus = {
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_forge_focus"
		RARITY = veteran
		COUNCIL = no
		TIER = 1
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		has_any_governor_focus = no
		has_governor_subclass = yes
	}
	planet_modifier = {
		planet_jobs_alloys_produces_mult = 0.1
	}
	sector_modifier = {
		planet_jobs_alloys_produces_mult = 0.05
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
			job_foundry_add = 100
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
			job_foundry_add = 50
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
			job_fabricator_add = 100
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
			job_fabricator_add = 50
	}
	leader_trait_type = veteran
	leader_class = { official }
	custom_tooltip_with_modifiers = only_one_governor_focus
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/governor_weight_mult
		modifier = {
			add = @designation_bonus
			exists = planet
			planet = {
				has_foundry_designation = yes
			}
		}
	}
}

leader_trait_forge_focus_2 = {
	replace_traits = { "leader_trait_forge_focus" }
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_forge_focus"
		RARITY = veteran
		COUNCIL = no
		TIER = 2
	}
	leader_trait_type = veteran
	planet_modifier = {
		planet_jobs_alloys_produces_mult = 0.2
	}
	sector_modifier = {
		planet_jobs_alloys_produces_mult = 0.1
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
			job_foundry_add = 200
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
			job_foundry_add = 100
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
			job_fabricator_add = 200
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
			job_fabricator_add = 100
	}
	leader_class = { official }
	custom_tooltip_with_modifiers = only_one_governor_focus
}

leader_trait_forge_focus_3 = {
	replace_traits = { "leader_trait_forge_focus_2" }
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_forge_focus"
		RARITY = veteran
		COUNCIL = no
		TIER = 3
	}
	leader_trait_type = veteran
	planet_modifier = {
		planet_jobs_alloys_produces_mult = 0.3
	}
	sector_modifier = {
		planet_jobs_alloys_produces_mult = 0.15
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
			job_foundry_add = 300
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
			job_foundry_add = 150
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
			job_fabricator_add = 300
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
			job_fabricator_add = 150
	}
	leader_class = { official }
	custom_tooltip_with_modifiers = only_one_governor_focus
}

###################
leader_trait_industrial_focus = {
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_industrial_focus"
		RARITY = veteran
		COUNCIL = no
		TIER = 1
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		has_any_governor_focus = no
		has_governor_subclass = yes
		exists = owner
		owner = {
			country_uses_consumer_goods = yes
		}
	}
	planet_modifier = {
		planet_jobs_consumer_goods_produces_mult = 0.1
	}
	sector_modifier = {
		planet_jobs_consumer_goods_produces_mult = 0.05
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
			job_artisan_add = 100
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
			job_artisan_add = 50
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
			job_artisan_drone_add = 100
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
			job_artisan_drone_add = 50
	}
	leader_trait_type = veteran
	leader_class = { official }
	custom_tooltip_with_modifiers = only_one_governor_focus
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/governor_weight_mult
		modifier = {
			add = @designation_bonus
			exists = planet
			planet = {
				has_factory_designation = yes
			}
		}
	}
}

leader_trait_industrial_focus_2 = {
	replace_traits = { "leader_trait_industrial_focus" }
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_industrial_focus"
		RARITY = veteran
		COUNCIL = no
		TIER = 2
	}
	planet_modifier = {
		planet_jobs_consumer_goods_produces_mult = 0.2
	}
	sector_modifier = {
		planet_jobs_consumer_goods_produces_mult = 0.1
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
			job_artisan_add = 200
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
			job_artisan_add = 100
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
			job_artisan_drone_add = 200
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
			job_artisan_drone_add = 100
	}
	leader_trait_type = veteran
	leader_class = { official }
	custom_tooltip_with_modifiers = only_one_governor_focus
}

leader_trait_industrial_focus_3 = {
	replace_traits = { "leader_trait_industrial_focus_2" }
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_industrial_focus"
		RARITY = veteran
		COUNCIL = no
		TIER = 3
	}
	planet_modifier = {
		planet_jobs_consumer_goods_produces_mult = 0.3
	}
	sector_modifier = {
		planet_jobs_consumer_goods_produces_mult = 0.15
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
			job_artisan_add = 300
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
			job_artisan_add = 150
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
			job_artisan_drone_add = 300
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
			job_artisan_drone_add = 150
	}
	leader_trait_type = veteran
	leader_class = { official }
	custom_tooltip_with_modifiers = only_one_governor_focus
}

###################
leader_trait_refinement_focus = {
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_refinement_focus"
		RARITY = veteran
		COUNCIL = no
		TIER = 1
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		has_any_governor_focus = no
		has_governor_subclass = yes
	}
	planet_modifier = {
		industrial_jobs_rare_crystals_produces_add = 0.05
		industrial_jobs_volatile_motes_produces_add = 0.05
		industrial_jobs_exotic_gases_produces_add = 0.05
		planet_metallurgists_minerals_upkeep_add = 0.5
		planet_artisans_minerals_upkeep_add = 0.5
	}
	sector_modifier = {
		industrial_jobs_rare_crystals_produces_add = 0.025
		industrial_jobs_volatile_motes_produces_add = 0.025
		industrial_jobs_exotic_gases_produces_add = 0.025
		planet_metallurgists_minerals_upkeep_add = 0.25
		planet_artisans_minerals_upkeep_add = 0.25
	}
	leader_trait_type = veteran
	leader_class = { official }
	custom_tooltip_with_modifiers = only_one_governor_focus
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/governor_weight_mult
		modifier = {
			add = @designation_bonus
			exists = planet
			planet = {
				has_industrial_designation = yes
			}
		}
	}
}

leader_trait_refinement_focus_2 = {
	replace_traits = { "leader_trait_refinement_focus" }
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_refinement_focus"
		RARITY = veteran
		COUNCIL = no
		TIER = 2
	}
	planet_modifier = {
		industrial_jobs_rare_crystals_produces_add = 0.1
		industrial_jobs_volatile_motes_produces_add = 0.1
		industrial_jobs_exotic_gases_produces_add = 0.1
		planet_metallurgists_minerals_upkeep_add = 1
		planet_artisans_minerals_upkeep_add = 1
	}
	sector_modifier = {
		industrial_jobs_rare_crystals_produces_add = 0.05
		industrial_jobs_volatile_motes_produces_add = 0.05
		industrial_jobs_exotic_gases_produces_add = 0.05
		planet_metallurgists_minerals_upkeep_add = 0.5
		planet_artisans_minerals_upkeep_add = 0.5
	}
	leader_trait_type = veteran
	leader_class = { official }
	custom_tooltip_with_modifiers = only_one_governor_focus
}

leader_trait_refinement_focus_3 = {
	replace_traits = { "leader_trait_refinement_focus_2" }
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_refinement_focus"
		RARITY = veteran
		COUNCIL = no
		TIER = 3
	}
	planet_modifier = {
		industrial_jobs_rare_crystals_produces_add = 0.15
		industrial_jobs_volatile_motes_produces_add = 0.15
		industrial_jobs_exotic_gases_produces_add = 0.15
		planet_metallurgists_minerals_upkeep_add = 1.5
		planet_artisans_minerals_upkeep_add = 1.5
	}
	sector_modifier = {
		industrial_jobs_rare_crystals_produces_add = 0.075
		industrial_jobs_volatile_motes_produces_add = 0.075
		industrial_jobs_exotic_gases_produces_add = 0.075
		planet_metallurgists_minerals_upkeep_add = 0.75
		planet_artisans_minerals_upkeep_add = 0.75
	}
	leader_trait_type = veteran
	leader_class = { official }
	custom_tooltip_with_modifiers = only_one_governor_focus
}

###################
leader_trait_urbanist = {
	leader_trait_type = destiny
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_urbanist"
		RARITY = paragon
		COUNCIL = no
		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_trait = subclass_official_governor
	}
	planet_modifier = {
		empire_size_districts_mult = -0.5
		planet_structures_upkeep_mult = -0.5
		planet_housing_mult = 0.15
		empire_size_pops_mult = -0.15
	}
	sector_modifier = {
		empire_size_districts_mult = -0.25
		planet_structures_upkeep_mult = -0.25
		planet_housing_mult = 0.075
		empire_size_pops_mult = -0.075
	}
	leader_class = { official }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/governor_weight_mult
	}
}

###################
leader_trait_assembler = {
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_assembler"
		RARITY = veteran
		COUNCIL = no
		TIER = 1
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		trait_is_wilderness_check = no
		OR = {
			has_trait = subclass_official_governor
			has_trait = subclass_scientist_governor
		}
		exists = owner
		owner = {
			OR = {
				is_gestalt = yes
				has_technology = tech_robotic_workers
			}
		}
	}
	leader_trait_type = veteran
	triggered_planet_modifier = {
		potential = {	exists = owner
						owner = { is_hive_empire = no } }
		planet_pop_assembly_mult = 0.1
		planet_pop_assemblers_upkeep_mult = -0.1
		planet_pop_assemblers_unity_produces_add = 1
	}
	triggered_planet_modifier = {
		potential = {	exists = owner
						owner = { is_hive_empire = yes } }
		bonus_pop_growth_mult = 0.1
		planet_pop_assemblers_upkeep_mult = -0.1
		planet_pop_assemblers_unity_produces_add = 1
	}
	triggered_sector_modifier = {
		potential = {	exists = owner
						owner = { is_hive_empire = no } }
		planet_pop_assembly_mult = 0.05
		planet_pop_assemblers_upkeep_mult = -0.05
		planet_pop_assemblers_unity_produces_add = 0.5
	}
	triggered_sector_modifier = {
		potential = {	exists = owner
						owner = { is_hive_empire = yes } }
		bonus_pop_growth_mult = 0.05
		planet_pop_assemblers_upkeep_mult = -0.05
		planet_pop_assemblers_unity_produces_add = 0.5
	}
	leader_class = { official scientist }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/governor_weight_mult
	}
}

leader_trait_assembler_2 = {
	replace_traits = { "leader_trait_assembler" }
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_assembler"
		RARITY = veteran
		COUNCIL = no
		TIER = 2
	}
	leader_trait_type = veteran
	triggered_planet_modifier = {
		potential = {	exists = owner
						owner = { is_hive_empire = no } }
		planet_pop_assembly_mult = 0.2
		planet_pop_assemblers_upkeep_mult = -0.2
		planet_pop_assemblers_unity_produces_add = 2
	}
	triggered_planet_modifier = {
		potential = {	exists = owner
						owner = { is_hive_empire = yes } }
		bonus_pop_growth_mult = 0.2
		planet_pop_assemblers_upkeep_mult = -0.2
		planet_pop_assemblers_unity_produces_add = 2
	}
	triggered_sector_modifier = {
		potential = {	exists = owner
						owner = { is_hive_empire = no } }
		planet_pop_assembly_mult = 0.1
		planet_pop_assemblers_upkeep_mult = -0.1
		planet_pop_assemblers_unity_produces_add = 1
	}
	triggered_sector_modifier = {
		potential = {	exists = owner
						owner = { is_hive_empire = yes } }
		bonus_pop_growth_mult = 0.1
		planet_pop_assemblers_upkeep_mult = -0.1
		planet_pop_assemblers_unity_produces_add = 1
	}
	leader_class = { official scientist }
}

leader_trait_assembler_3 = {
	replace_traits = { "leader_trait_assembler_2" }
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_assembler"
		RARITY = veteran
		COUNCIL = no
		TIER = 3
	}
	leader_trait_type = veteran
	triggered_planet_modifier = {
		potential = {	exists = owner
						owner = { is_hive_empire = no } }
		planet_pop_assembly_mult = 0.3
		planet_pop_assemblers_upkeep_mult = -0.3
		planet_pop_assemblers_unity_produces_add = 3
	}
	triggered_planet_modifier = {
		potential = {	exists = owner
						owner = { is_hive_empire = yes } }
		bonus_pop_growth_mult = 0.3
		planet_pop_assemblers_upkeep_mult = -0.3
		planet_pop_assemblers_unity_produces_add = 3
	}
	triggered_sector_modifier = {
		potential = {	exists = owner
						owner = { is_hive_empire = no } }
		planet_pop_assembly_mult = 0.15
		planet_pop_assemblers_upkeep_mult = -0.15
		planet_pop_assemblers_unity_produces_add = 1.5
	}
	triggered_sector_modifier = {
		potential = {	exists = owner
						owner = { is_hive_empire = yes } }
		bonus_pop_growth_mult = 0.15
		planet_pop_assemblers_upkeep_mult = -0.15
		planet_pop_assemblers_unity_produces_add = 1.5
	}
	leader_class = { official scientist }
}

###################
leader_trait_pop_focused = {
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_pop_focused"
		RARITY = veteran
		COUNCIL = no
		TIER = 1
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		has_trait = subclass_official_governor
	}
	leader_trait_type = veteran
	planet_modifier = {
		pop_bonus_workforce_mult = 0.05
	}
	sector_modifier = {
		pop_bonus_workforce_mult = 0.025
	}
	leader_class = { official }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/governor_weight_mult
	}
}

leader_trait_pop_focused_2 = {
	replace_traits = { "leader_trait_pop_focused" }
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_pop_focused"
		RARITY = veteran
		COUNCIL = no
		TIER = 2
	}
	leader_trait_type = veteran
	planet_modifier = {
		pop_bonus_workforce_mult = 0.1
	}
	sector_modifier = {
		pop_bonus_workforce_mult = 0.05
	}
	leader_class = { official }
}

leader_trait_pop_focused_3 = {
	replace_traits = { "leader_trait_pop_focused_2" }
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_pop_focused"
		RARITY = veteran
		COUNCIL = no
		TIER = 3
	}
	leader_trait_type = veteran
	planet_modifier = {
		pop_bonus_workforce_mult = 0.15
	}
	sector_modifier = {
		pop_bonus_workforce_mult = 0.075
	}

	leader_class = { official }
}

###################
leader_trait_distribution_lines = {
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_fleet_logistician"
		RARITY = veteran
		COUNCIL = no
		TIER = 1
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		trait_is_wilderness_check = no
		has_trait = subclass_official_governor
	}
	leader_trait_type = veteran
	planet_modifier = {
		planet_metallurgists_upkeep_mult = -0.05
		planet_metallurgists_alloys_produces_mult = 0.05
	}
	triggered_planet_modifier = {
		potential = {	exists = owner
						owner = { country_uses_consumer_goods = yes } }
		planet_artisans_upkeep_mult = -0.05
		planet_artisans_consumer_goods_produces_mult = 0.05
	}
	sector_modifier = {
		planet_metallurgists_upkeep_mult = -0.025
		planet_metallurgists_alloys_produces_mult = 0.025
	}
	triggered_sector_modifier = {
		potential = {	exists = owner
						owner = { country_uses_consumer_goods = yes } }
		planet_artisans_upkeep_mult = -0.025
		planet_artisans_consumer_goods_produces_mult = 0.025
	}
	leader_class = { official }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/governor_weight_mult
	}
}

leader_trait_distribution_lines_2 = {
	replace_traits = { "leader_trait_distribution_lines" }
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_fleet_logistician"
		RARITY = veteran
		COUNCIL = no
		TIER = 2
	}
	leader_trait_type = veteran
	planet_modifier = {
		planet_metallurgists_upkeep_mult = -0.1
		planet_metallurgists_alloys_produces_mult = 0.1
	}
	triggered_planet_modifier = {
		potential = {	exists = owner
						owner = { country_uses_consumer_goods = yes } }
		planet_artisans_upkeep_mult = -0.1
		planet_artisans_consumer_goods_produces_mult = 0.1
	}
	sector_modifier = {
		planet_metallurgists_upkeep_mult = -0.05
		planet_metallurgists_alloys_produces_mult = 0.05
	}
	triggered_sector_modifier = {
		potential = {	exists = owner
						owner = { country_uses_consumer_goods = yes } }
		planet_artisans_upkeep_mult = -0.05
		planet_artisans_consumer_goods_produces_mult = 0.05
	}
	leader_class = { official }
}

leader_trait_distribution_lines_3 = {
	replace_traits = { "leader_trait_distribution_lines_2" }
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_fleet_logistician"
		RARITY = veteran
		COUNCIL = no
		TIER = 3
	}
	leader_trait_type = veteran
	planet_modifier = {
		planet_metallurgists_upkeep_mult = -0.15
		planet_metallurgists_alloys_produces_mult = 0.15
	}
	triggered_planet_modifier = {
		potential = {	exists = owner
						owner = { country_uses_consumer_goods = yes } }
		planet_artisans_upkeep_mult = -0.15
		planet_artisans_consumer_goods_produces_mult = 0.15
	}
	sector_modifier = {
		planet_metallurgists_upkeep_mult = -0.075
		planet_metallurgists_alloys_produces_mult = 0.075
	}
	triggered_sector_modifier = {
		potential = {	exists = owner
						owner = { country_uses_consumer_goods = yes } }
		planet_artisans_upkeep_mult = -0.075
		planet_artisans_consumer_goods_produces_mult = 0.075
	}
	leader_class = { official }
}

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

leader_trait_efficient = {
	leader_trait_type = destiny
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_efficient"
		RARITY = paragon
		COUNCIL = no
		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_trait = subclass_official_governor
		exists = owner
		owner = { is_worker_coop_empire = no }
	}
	planet_modifier = {
		planet_jobs_ruler_produces_mult = 0.5
		pop_cat_ruler_political_power = 5
		job_politician_add = 500
	}
	sector_modifier = {
		planet_jobs_ruler_produces_mult = 0.25
		pop_cat_ruler_political_power = 2.5
		job_politician_add = 250
	}
	leader_class = { official }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/governor_weight_mult
	}
	background_icon = "GFX_leader_background_destiny_1"
}

leader_trait_arbiter = {
	leader_trait_type = destiny
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_arbiter"
		RARITY = paragon
		COUNCIL = no
		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_trait = subclass_commander_governor
	}
	planet_modifier = {
		planet_jobs_worker_produces_mult = 0.35
		planet_pops_upkeep_mult = -0.35
		pop_cat_worker_happiness = -0.15
		planet_crime_add = 35
	}
	triggered_planet_modifier = {
		potential = { 	exists = owner
						owner = { allows_slavery = yes} }
		pop_slave_bonus_workforce_mult = 0.15
		pop_cat_slave_happiness = -0.15
	}
	sector_modifier = {
		planet_jobs_worker_produces_mult = 0.175
		planet_pops_upkeep_mult = -0.175
		pop_cat_worker_happiness = -0.075
		planet_crime_add = 17.5
	}
	triggered_sector_modifier = {
		potential = { 	exists = owner
						owner = { allows_slavery = yes} }
		pop_slave_bonus_workforce_mult = 0.075
		pop_cat_slave_happiness = -0.075
	}
	leader_class = { commander }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/governor_weight_mult
	}
	background_icon = "GFX_leader_background_destiny_1"
}

leader_trait_utopian_idealist = {
	leader_trait_type = destiny
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_utopian_idealist"
		RARITY = paragon
		COUNCIL = no
		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_trait = subclass_official_governor
	}
	planet_modifier = {
		pop_happiness = 0.15
		planet_amenities_mult = 0.15
		founder_species_growth_mult = 0.25
		planet_resettlement_unemployed_destination_mult = 0.25
	}
	sector_modifier = {
		pop_happiness = 0.075
		planet_amenities_mult = 0.075
		founder_species_growth_mult = 0.125
		planet_resettlement_unemployed_destination_mult = 0.125
	}
	leader_class = { official }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/governor_weight_mult
	}
	background_icon = "GFX_leader_background_destiny_1"
}

leader_trait_mediator = {
	leader_trait_type = destiny
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_mediator"
		RARITY = paragon
		COUNCIL = no
		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_governor_subclass = yes
		has_ethic = ethic_xenophile
	}
	triggered_planet_modifier = {
		potential = {
			exists = planet
		}
		influential_jobs_bonus_workforce_mult = 0.03
		mult = planet.value:species_on_planet
	}
	triggered_planet_modifier = {
		potential = {
			exists = planet
		}
		pop_citizen_happiness = 0.03
		mult = planet.value:species_on_planet
	}
	triggered_sector_modifier = {
		potential = {
			exists = planet
		}
		influential_jobs_bonus_workforce_mult = 0.015
		mult = planet.value:species_on_planet
	}
	triggered_sector_modifier = {
		potential = {
			exists = planet
		}
		pop_citizen_happiness = 0.015
		mult = planet.value:species_on_planet
	}
	custom_tooltip = leader_trait_mediator_effect
	leader_class = { commander official scientist }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/governor_weight_mult
	}
	background_icon = "GFX_leader_background_destiny_1"
}

leader_trait_shroud_preacher = {
	leader_trait_type = destiny
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_shroud_preacher"
		RARITY = paragon
		COUNCIL = no
		TIER = none
	}
	on_gained_effect = {
		owner = {
			country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait
		}
	}
	planet_modifier = {
		psionic_pop_bonus_workforce_mult = 0.25
	}
	sector_modifier = {
		psionic_pop_bonus_workforce_mult = 0.125
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		from = {
			NOT = {
				has_origin = origin_mindwardens
			}
		}
		NOT = {
			has_leader_flag = mindwarden_commander
		}
		OR = {
			has_trait = subclass_scientist_governor
			has_trait = subclass_official_governor
			has_trait = subclass_commander_governor
		}
	}
	custom_tooltip_with_modifiers = leader_trait_shroud_preacher_effect
	leader_class = { official scientist commander }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/governor_weight_mult
		modifier = {
			exists = owner
			owner = {
				OR = {
					has_cybernetic_ascension = yes
					has_genetic_ascension = yes
					has_synthetic_ascension = yes
					is_natural_design_empire = yes
					is_individual_machine = yes
				}
			}
			factor = 0
		}
		modifier = {
			exists = owner
			owner = {
				has_psionic_ascension = yes
			}
			factor = 2
		}
	}
	background_icon = "GFX_leader_background_destiny_1"
}

leader_trait_master_diplomat = {
	leader_trait_type = destiny
	cost = 1
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_master_diplomat"
		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 = 0.25
		country_trust_cap_add = 50
		country_trust_growth = 0.25
		envoys_add = 2
	}
	triggered_councilor_modifier = {
		potential = {	exists = owner
						owner = { is_nomadic = no } }
		diplo_action_acceptance_add = 25
		faction_demands_met_mult = 0.25
	}
	triggered_councilor_modifier = {
		potential = {	exists = owner
						owner = { is_nomadic = yes } }
		nomadic_contract_value_mult = 0.25
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		has_trait = subclass_official_diplomacy_councilor
		exists = owner
		owner = {
			is_homicidal = no
		}
	}
	leader_class = { official }
	opposites = {
		leader_trait_reclusive
		leader_trait_reclusive_2
	}
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/council_weight_mult
	}
	background_icon = "GFX_leader_background_destiny_1"
}

leader_trait_supreme_organizer = {
	leader_trait_type = destiny
	inline_script = {
		script = trait/icon
		CLASS = official
		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 = -0.05
		planetary_ascension_effect_mult = 0.05
		pop_government_ethic_attraction = 0.15
		pop_factions_produces_mult = 0.15
		pop_happiness = -0.05
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		trait_is_wilderness_check = no
		has_trait = subclass_official_economy_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_galvanizer = {
	leader_trait_type = destiny
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_galvanizer"
		RARITY = paragon
		COUNCIL = no
		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_trait = subclass_official_governor
	}
	planet_modifier = {
		pop_category_workers_unity_produces_add = 0.5
		pop_category_specialists_unity_produces_add = 0.5
		pop_category_rulers_unity_produces_add = 0.5
		pop_happiness = 0.05
		pop_political_power = 0.5
	}
	sector_modifier = {
		pop_category_workers_unity_produces_add = 0.25
		pop_category_specialists_unity_produces_add = 0.25
		pop_category_rulers_unity_produces_add = 0.25
		pop_happiness = 0.025
		pop_political_power = 0.25
	}
	leader_class = { official }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/governor_weight_mult
	}
	background_icon = "GFX_leader_background_destiny_1"
}

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

leader_trait_corrupt = {
	leader_trait_type = negative
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_corrupt"
		COUNCIL = no
		TIER = 1
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
		NOT = { has_trait_tier1or2 = { TRAIT = leader_trait_lawless } }
	}
	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 = {
				OR = {
					has_trait = trait_decadent
					has_trait = trait_robot_decadent
				}
			}
			factor = @species_trait_weight_mult
		}
	}
}

leader_trait_corrupt_2 = {
	leader_trait_type = negative
	replace_traits = { "leader_trait_corrupt" }
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_corrupt"
		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
}

###################
leader_trait_polluter = {
	leader_trait_type = negative
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_polluter"
		COUNCIL = no
		TIER = 1
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
		trait_is_wilderness_check = no
		exists = owner
		owner = { is_machine_empire = no }
	}
	triggered_planet_modifier = {
		potential = {
			trait_is_individual_machine_check = no
		}
		logistic_growth_mult = -0.05
	}
	triggered_sector_modifier = {
		potential = {
			trait_is_individual_machine_check = no
		}
		logistic_growth_mult = -0.025
	}
	triggered_planet_modifier = {
		potential = {
			trait_is_individual_machine_check = yes
		}
		planet_pop_assembly_mult = -0.05
	}
	triggered_sector_modifier = {
		potential = {
			trait_is_individual_machine_check = yes
		}
		planet_pop_assembly_mult = -0.025
	}
	leader_class = { commander official scientist }
	selectable_weight = {
		weight = @class_negative_trait_weight
		inline_script = paragon/governor_weight_mult
		modifier = {
			has_ethic = ethic_materialist
			factor = @ethic_weight_mult
		}
	}
}

leader_trait_polluter_2 = {
	leader_trait_type = negative
	replace_traits = { "leader_trait_polluter" }
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_polluter"
		COUNCIL = no
		TIER = 2
	}
	triggered_planet_modifier = {
		potential = {
			trait_is_individual_machine_check = no
		}
		logistic_growth_mult = -0.1
	}
	triggered_sector_modifier = {
		potential = {
			trait_is_individual_machine_check = no
		}
		logistic_growth_mult = -0.05
	}
	triggered_planet_modifier = {
		potential = {
			trait_is_individual_machine_check = yes
		}
		planet_pop_assembly_mult = -0.1
	}
	triggered_sector_modifier = {
		potential = {
			trait_is_individual_machine_check = yes
		}
		planet_pop_assembly_mult = -0.05
	}
	leader_class = { commander official scientist }
	selectable_weight = @tier2_negative_trait_weight
}

###################
leader_trait_sadistic = {
	leader_trait_type = negative
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_sadistic"
		COUNCIL = no
		TIER = 1
	}
	planet_modifier = {
		planet_stability_add = -5
	}
	sector_modifier = {
		planet_stability_add = -2.5
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
		NOT = { has_ethic = ethic_pacifist }
	}
	leader_class = { commander official scientist }
	opposites = {
		leader_trait_righteous
		leader_trait_righteous_2
	}
	selectable_weight = {
		weight = @class_negative_trait_weight
		inline_script = paragon/governor_weight_mult
		modifier = {
			has_ethic = ethic_militarist
			factor = @ethic_weight_mult
		}
	}
}

leader_trait_sadistic_2 = {
	leader_trait_type = negative
	replace_traits = { "leader_trait_sadistic" }
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_sadistic"
		COUNCIL = no
		TIER = 2
	}
	planet_modifier = {
		planet_stability_add = -10
	}
	sector_modifier = {
		planet_stability_add = -5
	}
	leader_class = { commander official scientist }
	opposites = {
		leader_trait_righteous
		leader_trait_righteous_2
	}
	selectable_weight = @tier2_negative_trait_weight
}

###################
leader_trait_profligate = {
	leader_trait_type = negative
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_profligate"
		COUNCIL = no
		TIER = 1
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
		planet_jobs_consumer_goods_upkeep_mult = 0.10
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
		pop_amenities_usage_no_happiness_mult = 0.10
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
		planet_jobs_consumer_goods_upkeep_mult = 0.05
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
		pop_amenities_usage_no_happiness_mult = 0.05
	}
	leader_class = { commander official scientist }
	selectable_weight = {
		weight = @class_negative_trait_weight
		inline_script = paragon/governor_weight_mult
		modifier = {
			species = {
				OR = {
					has_trait = trait_wasteful
					has_trait = trait_robot_wasteful
				}
			}
			factor = @species_trait_weight_mult
		}
	}
}

leader_trait_profligate_2 = {
	leader_trait_type = negative
	replace_traits = { "leader_trait_profligate" }
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_profligate"
		COUNCIL = no
		TIER = 2
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
		planet_jobs_consumer_goods_upkeep_mult = 0.2
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
		pop_amenities_usage_no_happiness_mult = 0.2
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
		planet_jobs_consumer_goods_upkeep_mult = 0.1
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
		pop_amenities_usage_no_happiness_mult = 0.1
	}
	leader_class = { commander official scientist }
	selectable_weight = @tier2_negative_trait_weight
}

###################
leader_trait_procrastinator = {
	leader_trait_type = negative
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_procrastinator"
		COUNCIL = no
		TIER = 1
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
	}
	planet_modifier = {
		planet_building_build_speed_mult = -0.10
	}
	sector_modifier = {
		planet_building_build_speed_mult = -0.05
	}
	leader_class = { commander official scientist }
	opposites = {
		leader_trait_architectural_interest
		leader_trait_trade_focus_2
	}
	selectable_weight = {
		weight = @class_negative_trait_weight
		inline_script = paragon/governor_weight_mult
		modifier = {
			species = {
				has_trait = trait_sedentary
			}
			factor = @species_trait_weight_mult
		}
	}
}

leader_trait_procrastinator_2 = {
	leader_trait_type = negative
	replace_traits = { "leader_trait_procrastinator" }
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_procrastinator"
		COUNCIL = no
		TIER = 2
	}
	planet_modifier = {
		planet_building_build_speed_mult = -0.2
	}
	sector_modifier = {
		planet_building_build_speed_mult = -0.1
	}
	leader_class = { commander official scientist }
	opposites = {
		leader_trait_architectural_interest
	}
	selectable_weight = @tier2_negative_trait_weight
}

###################
leader_trait_insider_trading = {
	leader_trait_type = negative
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_insider_trading"
		COUNCIL = no
		TIER = 1
	}
	leader_potential_add = {
		trait_is_crisis_faction_check = no
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
		planet_jobs_trade_produces_mult = -0.10
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
		planet_jobs_produces_mult = -0.05
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
		planet_jobs_trade_produces_mult = -0.05
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
		planet_jobs_produces_mult = -0.025
	}
	leader_class = { commander official scientist }
	opposites = {
		trait_ruler_investor
		trait_ruler_investor_2
		trait_ruler_investor_3
		leader_trait_trade_focus
		leader_trait_trade_focus_2
	}
	selectable_weight = {
		weight = @class_negative_trait_weight
		inline_script = paragon/governor_weight_mult
	}
}

leader_trait_insider_trading_2 = {
	leader_trait_type = negative
	replace_traits = { "leader_trait_insider_trading" }
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_insider_trading"
		COUNCIL = no
		TIER = 2
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
		planet_jobs_trade_produces_mult = -0.25
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
		planet_jobs_produces_mult = -0.10
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
		planet_jobs_trade_produces_mult = -0.125
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
		planet_jobs_produces_mult = -0.05
	}
	leader_class = { commander official scientist }
	opposites = {
		trait_ruler_investor
		trait_ruler_investor_2
		trait_ruler_investor_3
		leader_trait_trade_focus
		leader_trait_trade_focus_2
	}
	selectable_weight = @tier2_negative_trait_weight
}

###################
leader_trait_irenic = {
	leader_trait_type = negative
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_irenic"
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		starbase_shipyard_build_speed_mult = -0.10
		starbase_shipyard_build_cost_mult = 0.05
	}
	leader_class = { official }
	opposites = {
		leader_trait_shipwright
	}
	selectable_weight = {
		weight = @class_negative_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_irenic_2 = {
	leader_trait_type = negative
	replace_traits = { "leader_trait_irenic" }
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_irenic"
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		starbase_shipyard_build_speed_mult = -0.2
		starbase_shipyard_build_cost_mult = 0.10
	}
	leader_class = { official }
	opposites = {
		leader_trait_shipwright
	}
	selectable_weight = @tier2_negative_trait_weight
}

### Special
leader_trait_shroud_prophet = {
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_intellectual"
		RARITY = common
		COUNCIL = no
		TIER = none
	}
	modifier = {
		planet_crime_no_happiness_mult = 0.15
		planet_jobs_unity_produces_mult = 0.15
		planet_jobs_physics_research_produces_mult = 0.15
		planet_jobs_society_research_produces_mult = 0.15
	}
	leader_class = { official }
	initial = no
	randomized = no
}

leader_trait_zealot = {
	cost = 0
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_righteous"
		RARITY = common
		COUNCIL = no
		TIER = none
	}
	planet_modifier = {
		planet_stability_add = 5
		planet_crime_add = -10
		pop_government_ethic_attraction = 0.25
		planet_bureaucrats_unity_produces_mult = 0.15
	}
	sector_modifier = {
		planet_stability_add = 2.5
		planet_crime_add = -5
		pop_government_ethic_attraction = 0.125
		planet_bureaucrats_unity_produces_mult = 0.075
	}
	leader_class = { official }
	randomized = no
	initial = no
}
