@categorybonus = 0.15

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

trait_ruler_space_miner = {
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_space_miner"
		RARITY = common
		COUNCIL = yes
		TIER = none
	}
	councilor_modifier = {
		station_gatherers_produces_mult = 0.10
		station_gatherers_cost_mult = -0.25
	}
	leader_potential_add = {
		has_paragon_dlc = no
	}
	leader_class = { scientist }
	selectable_weight = {
		weight = @class_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

trait_ruler_home_in_the_sky = {
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_home_in_the_sky"
		RARITY = common
		COUNCIL = yes
		TIER = none
	}
	councilor_modifier = {
		starbase_modules_cost_mult = -0.2
		starbase_upgrade_cost_mult = -0.10
	}
	leader_potential_add = {
		has_paragon_dlc = no
	}
	leader_class = { scientist }
	selectable_weight = {
		weight = @class_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

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

leader_trait_carefree = {
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_carefree"
		RARITY = common
		COUNCIL = no
		TIER = 1
	}
	modifier = {
		ship_anomaly_research_speed_mult = 0.15
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { is_same_value = root.owner } } 
						trait_is_gestalt_check = yes }
		planet_physicists_physics_research_produces_add = 0.05
		job_calculator_physicist_add = 50
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { is_same_value = root.owner } } 
						trait_is_gestalt_check = no }
		planet_physicists_physics_research_produces_add = 0.05
		job_physicist_add  = 50
	}
	leader_potential_add = {
		is_ruler = no
	}
	leader_class = { scientist }
	opposites = {
		leader_trait_meticulous
		leader_trait_meticulous_2
		leader_trait_neurotic
		leader_trait_neurotic_2
	}
	selectable_weight = {
		weight = @class_trait_weight
		inline_script = paragon/pilot_weight_mult
		inline_script = {
			script = paragon/subclass_weight_mult
			SUBCLASS = scientist_scholar
		}
	}
	ai_weight = 50
}

leader_trait_carefree_2 = {
	replace_traits = { "leader_trait_carefree" }
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_carefree"
		RARITY = common
		COUNCIL = no
		TIER = 2
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { is_same_value = root.owner } } 
						trait_is_gestalt_check = yes }
		planet_physicists_physics_research_produces_add = 0.1
		job_calculator_physicist_add = 100
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { is_same_value = root.owner } } 
						trait_is_gestalt_check = no }
		planet_physicists_physics_research_produces_add = 0.1
		job_physicist_add  = 100
	}
	modifier = {
		ship_anomaly_research_speed_mult = 0.3
	}
	leader_class = { scientist }
	opposites = {
		leader_trait_meticulous
		leader_trait_meticulous_2
		leader_trait_neurotic
		leader_trait_neurotic_2
	}
	ai_weight = 50
}

###################
leader_trait_roamer = {
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_roamer"
		RARITY = common
		COUNCIL = no
		TIER = 1
	}
	triggered_background_planet_modifier = {
		potential = {	leader_class = scientist
						exists = FROM
						FROM = {	exists = owner
									owner = { is_same_value = root.owner } } 
						trait_is_gestalt_check = yes }
		planet_engineers_engineering_research_produces_add = 0.05
		job_calculator_engineer_add = 50
	}
	triggered_background_planet_modifier = {
		potential = {	leader_class = scientist
						exists = FROM
						FROM = {	exists = owner
									owner = { is_same_value = root.owner } } 
						trait_is_gestalt_check = no }
		planet_engineers_engineering_research_produces_add = 0.05
		job_engineer_add  = 50
	}
	triggered_modifier = {
		potential = {
			leader_class = scientist
			owner? = {
				is_nomadic = no
			}
		}
		science_ship_survey_speed = 0.1
		ship_speed_mult = 0.1
	}
	triggered_modifier = {
		potential = {
			leader_class = commander
			owner? = {
				is_nomadic = no
			}
		}
		ship_evasion_add = 5
		ship_speed_mult = 0.15
		ship_disengage_chance_mult = 0.15
	}
	# Nomadic Leaders get the effects of the other class as well
	triggered_modifier = {
		potential = {
			leader_class = scientist
			owner? = {
				is_nomadic = yes
			}
		}
		science_ship_survey_speed = 0.05
		ship_evasion_add = 5
		ship_speed_mult = 0.1
		ship_disengage_chance_mult = 0.1
	}
	triggered_modifier = {
		potential = {
			leader_class = commander
			owner? = {
				is_nomadic = yes
			}
		}
		science_ship_survey_speed = 0.15
		ship_evasion_add = 5
		ship_speed_mult = 0.1
		ship_disengage_chance_mult = 0.1
	}
	leader_potential_add = {
		is_ruler = no
	}
	leader_class = { scientist commander }
	opposites = {
		leader_trait_neurotic
		leader_trait_neurotic_2
	}
	selectable_weight = {
		weight = @class_trait_weight
		inline_script = paragon/pilot_weight_mult
		inline_script = {
			script = paragon/subclass_weight_mult
			SUBCLASS = scientist_explorer
		}
	}
	ai_weight = 100
}

leader_trait_roamer_2 = {
	replace_traits = { "leader_trait_roamer" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_roamer"
		RARITY = common
		COUNCIL = no
		TIER = 2
	}
	triggered_background_planet_modifier = {
		potential = {	leader_class = scientist
						exists = FROM
						FROM = {	exists = owner
									owner = { is_same_value = root.owner } } 
						trait_is_gestalt_check = yes }
		planet_engineers_engineering_research_produces_add = 0.1
		job_calculator_engineer_add = 100
	}
	triggered_background_planet_modifier = {
		potential = {	leader_class = scientist
						exists = FROM
						FROM = {	exists = owner
									owner = { is_same_value = root.owner } } 
						trait_is_gestalt_check = no }
		planet_engineers_engineering_research_produces_add = 0.1
		job_engineer_add  = 100
	}
	triggered_modifier = {
		potential = {
			leader_class = scientist
			owner? = {
				is_nomadic = no
			}
		}
		science_ship_survey_speed = 0.2
		ship_speed_mult = 0.2
	}
	triggered_modifier = {
		potential = {
			leader_class = commander
			owner? = {
				is_nomadic = no
			}
		}
		ship_evasion_add = 10
		ship_speed_mult = 0.3
		ship_disengage_chance_mult = 0.3
	}
	# Nomadic Leaders get the effects of the other class as well
	triggered_modifier = {
		potential = {
			leader_class = scientist
			owner? = {
				is_nomadic = yes
			}
		}
		science_ship_survey_speed = 0.1
		ship_evasion_add = 10
		ship_speed_mult = 0.2
		ship_disengage_chance_mult = 0.2
	}
	triggered_modifier = {
		potential = {
			leader_class = commander
			owner? = {
				is_nomadic = yes
			}
		}
		science_ship_survey_speed = 0.3
		ship_evasion_add = 10
		ship_speed_mult = 0.2
		ship_disengage_chance_mult = 0.2
	}
	leader_class = { scientist commander }
	opposites = {
		leader_trait_neurotic
		leader_trait_neurotic_2
	}
	ai_weight = 100
}

###################
leader_trait_archaeologist = {
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_archaeologist"
		RARITY = common
		COUNCIL = no
		TIER = 1
	}
	modifier = {
		ship_archaeological_site_excavation_speed_mult = 0.15
	}
	triggered_background_planet_modifier = {
		potential = {	leader_class = scientist
						exists = FROM
						FROM = {	exists = owner
									owner = { is_same_value = root.owner } } 
						trait_is_gestalt_check = yes }
		planet_biologists_society_research_produces_add = 0.05
		job_calculator_biologist_add = 50
	}
	triggered_background_planet_modifier = {
		potential = {	leader_class = scientist
						exists = FROM
						FROM = {	exists = owner
									owner = { is_same_value = root.owner } } 
						trait_is_gestalt_check = no }
		planet_biologists_society_research_produces_add = 0.05
		job_biologist_add  = 50
	}
	leader_potential_add = {
		is_ruler = no
	}
	leader_class = { scientist }
	selectable_weight = {
		weight = @class_trait_weight
		inline_script = paragon/pilot_weight_mult
		inline_script = {
			script = paragon/subclass_weight_mult
			SUBCLASS = scientist_scholar
		}
	}
	ai_weight = 100
}

leader_trait_archaeologist_2 = {
	replace_traits = { "leader_trait_archaeologist" }
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_archaeologist"
		RARITY = common
		COUNCIL = no
		TIER = 2
	}
	triggered_background_planet_modifier = {
		potential = {	leader_class = scientist
						exists = FROM
						FROM = {	exists = owner
									owner = { is_same_value = root.owner } } 
						trait_is_gestalt_check = yes }
		planet_biologists_society_research_produces_add = 0.1
		job_calculator_biologist_add = 100
	}
	triggered_background_planet_modifier = {
		potential = {	leader_class = scientist
						exists = FROM
						FROM = {	exists = owner
									owner = { is_same_value = root.owner } } 
						trait_is_gestalt_check = no }
		planet_biologists_society_research_produces_add = 0.1
		job_biologist_add  = 100
	}
	modifier = {
		ship_archaeological_site_excavation_speed_mult = 0.3
	}
	leader_class = { scientist }
	ai_weight = 100
}

###################
leader_trait_meticulous = {
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_meticulous"
		RARITY = common
		COUNCIL = no
		TIER = 1
	}
	modifier = {
		ship_anomaly_generation_chance_mult = 0.1
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { 	is_same_value = root.owner 
												is_hive_empire = no
												is_machine_empire = no 
												is_twisted_experimenters_empire = no } } }
		planet_researchers_upkeep_mult = -0.015
		job_physicist_add = 15
		job_biologist_add = 15
		job_engineer_add = 15
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { 	is_same_value = root.owner 
												is_machine_empire = yes
												is_twisted_experimenters_empire = no } } }
		planet_researchers_upkeep_mult = -0.015
		job_calculator_physicist_add = 15
		job_calculator_biologist_add = 15
		job_calculator_engineer_add = 15
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { 	is_same_value = root.owner 
												is_hive_empire = yes 
												is_twisted_experimenters_empire = no } } }
		planet_researchers_upkeep_mult = -0.015
		job_calculator_physicist_add = 15
		job_calculator_biologist_add = 15
		job_calculator_engineer_add = 15
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { 	is_same_value = root.owner 
												is_twisted_experimenters_empire = yes } } 
						trait_is_gestalt_check = yes }
		job_experiment_engineer_drone_add = 50
		planet_researchers_upkeep_mult = -0.01
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { 	is_same_value = root.owner 
												is_twisted_experimenters_empire = yes } } 
						trait_is_gestalt_check = no }
		job_experiment_engineer_add = 50
		planet_researchers_upkeep_mult = -0.01
	}
	leader_potential_add = {
		is_ruler = no
	}
	leader_class = { scientist }
	opposites = {
		leader_trait_carefree
		leader_trait_carefree_2
	}
	selectable_weight = {
		weight = @class_trait_weight
		inline_script = paragon/pilot_weight_mult
		inline_script = {
			script = paragon/subclass_weight_mult
			SUBCLASS = scientist_explorer
		}
	}
	ai_weight = 50
}

leader_trait_meticulous_2 = {
	replace_traits = { "leader_trait_meticulous" }
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_meticulous"
		RARITY = common
		COUNCIL = no
		TIER = 2
	}
	modifier = {
		ship_anomaly_generation_chance_mult = 0.2
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { 	is_same_value = root.owner 
												is_hive_empire = no
												is_machine_empire = no 
												is_twisted_experimenters_empire = no } } }
		planet_researchers_upkeep_mult = -0.03
		job_physicist_add = 30
		job_biologist_add = 30
		job_engineer_add = 30
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { 	is_same_value = root.owner 
												is_machine_empire = yes 
												is_twisted_experimenters_empire = no } } }
		planet_researchers_upkeep_mult = -0.03
		job_calculator_physicist_add = 30
		job_calculator_biologist_add = 30
		job_calculator_engineer_add = 30
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { 	is_same_value = root.owner 
												is_hive_empire = yes 
												is_twisted_experimenters_empire = no } } }
		planet_researchers_upkeep_mult = -0.03
		job_calculator_physicist_add = 30
		job_calculator_biologist_add = 30
		job_calculator_engineer_add = 30
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { 	is_same_value = root.owner 
												is_twisted_experimenters_empire = yes } } 
						trait_is_gestalt_check = yes }
		job_experiment_engineer_drone_add = 100
		planet_researchers_upkeep_mult = -0.02
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { 	is_same_value = root.owner 
												is_twisted_experimenters_empire = yes } } 
						trait_is_gestalt_check = no }
		job_experiment_engineer_add = 100
		planet_researchers_upkeep_mult = -0.02
	}
	leader_class = { scientist }
	opposites = {
		leader_trait_carefree
		leader_trait_carefree_2
	}
	ai_weight = 50
}

###################
leader_trait_custom_AI_assistant = {
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_custom_AI_assistant"
		RARITY = common
		COUNCIL = no
		TIER = none
	}
	triggered_fleet_modifier = {
		potential = {
			leader_class = commander
			owner? = {
				is_nomadic = no
			}
		}
		command_limit_mult = 0.05
		ship_shield_mult = 0.05
		ship_shield_hardening_add = 0.05
		ship_shield_damage_mult = 0.05
		ship_shield_add = 50
	}
	triggered_fleet_modifier = {
		potential = {
			leader_class = commander
			owner? = {
				is_nomadic = yes
			}
		}
		science_ship_survey_speed = 0.05
		ship_anomaly_research_speed_mult = 0.05
		ship_shield_mult = 0.05
		ship_shield_damage_mult = 0.05
		ship_shield_add = 50
	}
	triggered_modifier = {
		potential = {
			leader_class = scientist
		}
		science_ship_survey_speed = 0.05
		ship_anomaly_research_speed_mult = 0.05
		ship_archaeological_site_excavation_speed_mult = 0.05
		ship_anomaly_generation_chance_mult = 0.05
	}
	triggered_planet_modifier = {
		potential = {
			leader_class = commander }
		planet_soldiers_society_research_produces_add = 0.05
		planet_soldiers_engineering_research_produces_add = 0.05
		planet_soldiers_physics_research_produces_add = 0.05
		planet_soldiers_produces_mult = 0.05		
	}
	triggered_sector_modifier = {
		potential = {	leader_class = commander
						exists = owner
						owner? = { is_nomadic = no } }
		planet_soldiers_society_research_produces_add = 0.025
		planet_soldiers_engineering_research_produces_add = 0.025
		planet_soldiers_physics_research_produces_add = 0.025
		planet_soldiers_produces_mult = 0.025
	}
	triggered_planet_modifier = {
		potential = {
			leader_class = scientist }
		planet_researchers_upkeep_mult = -0.05
	}
	triggered_sector_modifier = {
		potential = {	leader_class = scientist
						exists = owner
						owner? = { is_nomadic = no } }
		planet_researchers_upkeep_mult = -0.025
	}
	leader_potential_add = {
		is_councilor = no
		is_ruler = no
	}
	leader_class = { scientist commander }
	prerequisites = { tech_self_aware_logic }
	opposites = { "leader_trait_sapient_AI_assistant" }
	selectable_weight = {
		weight = @class_trait_weight
		inline_script = paragon/pilot_weight_mult
		inline_script = {
			script = paragon/dual_subclass_weight_mult
			SUBCLASS_1 = scientist_explorer
			SUBCLASS_2 = scientist_scholar
		}
	}
	ai_weight = 50
}

###################
leader_trait_sapient_AI_assistant = {
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_sapient_AI_assistant"
		RARITY = common
		COUNCIL = no
		TIER = none
	}
	triggered_fleet_modifier = {
		potential = {
			leader_class = commander
			owner? = {
				is_nomadic = no
			}
		}
		command_limit_mult = 0.1
		ship_shield_mult = 0.1
		ship_shield_hardening_add = 0.1
		ship_shield_damage_mult = 0.1
		ship_shield_add = 100
	}
	triggered_fleet_modifier = {
		potential = {
			leader_class = commander
			owner? = {
				is_nomadic = yes
			}
		}
		science_ship_survey_speed = 0.1
		ship_anomaly_research_speed_mult = 0.1
		ship_shield_mult = 0.1
		ship_shield_damage_mult = 0.1
		ship_shield_add = 100
	}
	triggered_modifier = {
		potential = {
			leader_class = scientist
		}
		science_ship_survey_speed = 0.1
		ship_anomaly_research_speed_mult = 0.1
		ship_archaeological_site_excavation_speed_mult = 0.1
		ship_anomaly_generation_chance_mult = 0.1
	}
	triggered_planet_modifier = {
		potential = {
			leader_class = commander }
		planet_soldiers_society_research_produces_add = 0.1
		planet_soldiers_engineering_research_produces_add = 0.1
		planet_soldiers_physics_research_produces_add = 0.1
		planet_soldiers_produces_mult = 0.1		
	}
	triggered_sector_modifier = {
		potential = {	leader_class = commander
						exists = owner
						owner? = { is_nomadic = no } }
		planet_soldiers_society_research_produces_add = 0.05
		planet_soldiers_engineering_research_produces_add = 0.05
		planet_soldiers_physics_research_produces_add = 0.05
		planet_soldiers_produces_mult = 0.05
	}
	triggered_planet_modifier = {
		potential = {
			leader_class = scientist }
		planet_researchers_upkeep_mult = -0.1
	}
	triggered_sector_modifier = {
		potential = {	leader_class = scientist
						exists = owner
						owner? = { is_nomadic = no } }
		planet_researchers_upkeep_mult = -0.05
	}
	leader_potential_add = {
		is_councilor = no
		is_ruler = no
		NOT = { from = { has_policy_flag = ai_outlawed } }
	}
	leader_class = { scientist commander }
	prerequisites = { tech_sapient_ai }
	opposites = { "leader_trait_custom_AI_assistant" }
	selectable_weight = {
		weight = @class_trait_weight
		inline_script = paragon/pilot_weight_mult
		inline_script = {
			script = paragon/dual_subclass_weight_mult
			SUBCLASS_1 = scientist_explorer
			SUBCLASS_2 = scientist_scholar
		}
	}
	ai_weight = 70
}

############
# EXPLORER #
############

leader_trait_slippery = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_slippery"
		RARITY = veteran
		COUNCIL = no
		TIER = 1
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { 	is_same_value = root.owner 
												is_regular_empire = yes} } }
		planet_metallurgists_engineering_research_produces_add = 0.1
		job_foundry_add = 50
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { 	is_same_value = root.owner 
												is_gestalt = yes } } }
		planet_metallurgists_engineering_research_produces_add = 0.1									
		job_fabricator_add = 50
	}
	modifier = {
		ship_disengage_chance_mult = 0.5
		ship_disengage_opportunities_add = 1
		ship_hull_mult = 0.5
		ship_evasion_mult = 0.05
	}
	leader_potential_add = {
		has_trait = subclass_scientist_explorer
		has_paragon_dlc = yes
	}
	leader_class = { scientist }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/pilot_weight_mult
		inline_script = {
			script = paragon/subclass_weight_mult
			SUBCLASS = scientist_explorer
		}
	}
}

leader_trait_slippery_2 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_slippery" }
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_slippery"
		RARITY = veteran
		COUNCIL = no
		TIER = 2
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { 	is_same_value = root.owner 
												is_regular_empire = yes} } }
		planet_metallurgists_engineering_research_produces_add = 0.2
		job_foundry_add = 100
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { 	is_same_value = root.owner 
												is_gestalt = yes } } }
		planet_metallurgists_engineering_research_produces_add = 0.2
		job_fabricator_add = 100
	}
	modifier = {
		ship_disengage_chance_mult = 1
		ship_disengage_opportunities_add = 2
		ship_hull_mult = 1
		ship_evasion_mult = 0.1
	}
	leader_class = { scientist }
}

###################
leader_trait_prospector = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_prospector"
		RARITY = veteran
		COUNCIL = no
		TIER = 1
	}
	# Trait effects in paragon_events_2.txt
	leader_potential_add = {
		has_trait = subclass_scientist_explorer
		has_paragon_dlc = yes
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = { 	exists = owner
									owner = {	is_same_value = root.owner 
												is_nomadic = no 
												is_gestalt = no } } }
		planet_jobs_exotic_gases_produces_mult = 0.025
		planet_jobs_rare_crystals_produces_mult = 0.025
		planet_jobs_volatile_motes_produces_mult = 0.025
		planet_jobs_minerals_produces_mult = 0.025
		job_miner_add = 50
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = { 	exists = owner
									owner = {	is_same_value = root.owner 
												is_nomadic = no 
												is_gestalt = yes } } }
		planet_jobs_exotic_gases_produces_mult = 0.025
		planet_jobs_rare_crystals_produces_mult = 0.025
		planet_jobs_volatile_motes_produces_mult = 0.025
		planet_jobs_minerals_produces_mult = 0.025
		job_mining_drone_add  = 50
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = { 	exists = owner
									owner = {	is_same_value = root.owner } } 
						trait_is_nomad_check = yes }
		arkship_harvest_resources_produces_mult = 0.025
	}
	custom_tooltip_with_modifiers = leader_trait_prospector_effect
	leader_class = { scientist }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/pilot_weight_mult
		inline_script = {
			script = paragon/subclass_weight_mult
			SUBCLASS = scientist_explorer
		}
	}
}

leader_trait_prospector_2 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_prospector" }
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_prospector"
		RARITY = veteran
		COUNCIL = no
		TIER = 2
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = { 	exists = owner
									owner = {	is_same_value = root.owner 
												is_nomadic = no 
												is_gestalt = no } } }
		planet_jobs_exotic_gases_produces_mult = 0.05
		planet_jobs_rare_crystals_produces_mult = 0.05
		planet_jobs_volatile_motes_produces_mult = 0.05
		planet_jobs_minerals_produces_mult = 0.05
		job_miner_add = 100
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = { 	exists = owner
									owner = {	is_same_value = root.owner 
												is_nomadic = no 
												is_gestalt = yes } } }
		planet_jobs_exotic_gases_produces_mult = 0.05
		planet_jobs_rare_crystals_produces_mult = 0.05
		planet_jobs_volatile_motes_produces_mult = 0.05
		planet_jobs_minerals_produces_mult = 0.05
		job_mining_drone_add  = 100
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = { 	exists = owner
									owner = {	is_same_value = root.owner } } 
						trait_is_nomad_check = yes }
		arkship_harvest_resources_produces_mult = 0.05
	}
	# Trait effects in paragon_events_2.txt
	custom_tooltip_with_modifiers = leader_trait_prospector_2_effect
	leader_class = { scientist }
}

leader_trait_prospector_3 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_prospector_2" }
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_prospector"
		RARITY = veteran
		COUNCIL = no
		TIER = 3
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = { 	exists = owner
									owner = {	is_same_value = root.owner 
												is_nomadic = no 
												is_gestalt = no } } }
		planet_jobs_exotic_gases_produces_mult = 0.075
		planet_jobs_rare_crystals_produces_mult = 0.075
		planet_jobs_volatile_motes_produces_mult = 0.075
		planet_jobs_minerals_produces_mult = 0.075
		job_miner_add = 150
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = { 	exists = owner
									owner = {	is_same_value = root.owner 
												is_nomadic = no 
												is_gestalt = yes } } }
		planet_jobs_exotic_gases_produces_mult = 0.075
		planet_jobs_rare_crystals_produces_mult = 0.075
		planet_jobs_volatile_motes_produces_mult = 0.075
		planet_jobs_minerals_produces_mult = 0.075
		job_mining_drone_add  = 150
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = { 	exists = owner
									owner = {	is_same_value = root.owner } } 
						trait_is_nomad_check = yes }
		arkship_harvest_resources_produces_mult = 0.075
	}
	# Trait effects in paragon_events_2.txt
	custom_tooltip_with_modifiers = leader_trait_prospector_3_effect
	leader_class = { scientist }
}

###################
leader_trait_observant = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_observant"
		RARITY = veteran
		COUNCIL = no
		TIER = 1
	}
	leader_potential_add = {
		OR = {
			has_trait = subclass_scientist_explorer
			has_trait = subclass_commander_admiral
			has_trait = subclass_scientist_scholar
		}
		has_paragon_dlc = yes
	}
	triggered_modifier = {
		potential = {
			leader_class = commander
			owner? = {
				is_nomadic = yes
			}
		}
		ship_anomaly_generation_chance_mult = 0.1
	}
	triggered_fleet_modifier = {
		potential = {
			leader_class = scientist
			owner? = {
				is_nomadic = yes
			}
		}
		ship_fire_rate_mult = 0.1
		ship_weapon_damage = 0.1
	}
	triggered_self_modifier = {
		potential = {
			owner? = {
				is_nomadic = no
			}
		}
		leader_skill_add = 1
	}
	modifier = {
		ship_sensor_range_add = 1
		ship_hyperlane_range_add = 1
		ship_winddown_mult = -0.1
	}
	leader_class = { commander scientist }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/pilot_weight_mult
		inline_script = {
			script = paragon/dual_subclass_weight_mult
			SUBCLASS_1 = commander_admiral
			SUBCLASS_2 = scientist_explorer
		}
	}
}

leader_trait_observant_2 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_observant" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_observant"
		RARITY = veteran
		COUNCIL = no
		TIER = 2
	}
	triggered_modifier = {
		potential = {
			leader_class = commander
			owner? = {
				is_nomadic = yes
			}
		}
		ship_anomaly_generation_chance_mult = 0.2
	}
	triggered_fleet_modifier = {
		potential = {
			leader_class = scientist
			owner? = {
				is_nomadic = yes
			}
		}
		ship_fire_rate_mult = 0.2
		ship_weapon_damage = 0.2
	}
	triggered_self_modifier = {
		potential = {
			owner? = {
				is_nomadic = no
			}
		}
		leader_skill_add = 2
	}
	modifier = {
		ship_sensor_range_add = 2
		ship_hyperlane_range_add = 2
		ship_winddown_mult = -0.2
	}
	leader_class = { commander scientist }
}

###################
leader_trait_academic_dig_site_expert = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_academic_dig_site_expert"
		RARITY = free_or_veteran
		COUNCIL = no
		TIER = 1
	}
	modifier = {
		ship_archaeological_site_clues_add = 1
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = { 	exists = owner
									owner = {	is_same_value = root.owner 
												is_nomadic = no 
												is_gestalt = no } } }
		planet_miners_unity_produces_add = 0.05
		planet_miners_trade_produces_add = 0.05
		planet_miners_society_research_produces_add = 0.05
		job_miner_add = 50
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = { 	exists = owner
									owner = {	is_same_value = root.owner 
												is_nomadic = no 
												is_gestalt = yes } } }
		planet_miners_unity_produces_add = 0.05
		planet_miners_trade_produces_add = 0.05
		planet_miners_society_research_produces_add = 0.05
		job_mining_drone_add  = 50
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = { 	exists = owner
									owner = {	is_same_value = root.owner 
												is_nomadic = yes } } 
						trait_is_gestalt_check = no }
		job_ark_harvester_add = 50
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = { 	exists = owner
									owner = {	is_same_value = root.owner 
												is_nomadic = yes } } 
						trait_is_gestalt_check = yes }
		job_ark_harvester_gestalt_add  = 50
	}
	leader_potential_add = {
		OR = {
			has_paragon_dlc = no
			has_trait = subclass_scientist_scholar
		}
	}
	leader_class = { scientist }
	selectable_weight = {
		inline_script = paragon/subclass_free_trait_weight
		inline_script = paragon/pilot_weight_mult
		inline_script = {
			script = paragon/subclass_weight_mult
			SUBCLASS = scientist_scholar
		}
	}
}

leader_trait_academic_dig_site_expert_2 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_academic_dig_site_expert" }
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_academic_dig_site_expert"
		RARITY = free_or_veteran
		COUNCIL = no
		TIER = 2
	}
	modifier = {
		ship_archaeological_site_clues_add = 2
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = { 	exists = owner
									owner = {	is_same_value = root.owner 
												is_nomadic = no 
												is_gestalt = no } } }
		planet_miners_unity_produces_add = 0.1
		planet_miners_trade_produces_add = 0.1
		planet_miners_society_research_produces_add = 0.1
		job_miner_add = 100
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = { 	exists = owner
									owner = {	is_same_value = root.owner 
												is_nomadic = no 
												is_gestalt = yes } } }
		planet_miners_unity_produces_add = 0.1
		planet_miners_trade_produces_add = 0.1
		planet_miners_society_research_produces_add = 0.1
		job_mining_drone_add  = 100
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = { 	exists = owner
									owner = {	is_same_value = root.owner 
												is_nomadic = yes } } 
						trait_is_gestalt_check = no }
		job_ark_harvester_add = 100
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = { 	exists = owner
									owner = {	is_same_value = root.owner 
												is_nomadic = yes } } 
						trait_is_gestalt_check = yes }
		job_ark_harvester_gestalt_add  = 100
	}
	leader_class = { scientist }
}

leader_trait_academic_dig_site_expert_3 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_academic_dig_site_expert_2" }
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_academic_dig_site_expert"
		RARITY = veteran
		COUNCIL = no
		TIER = 3
	}
	modifier = {
		ship_archaeological_site_clues_add = 3
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = { 	exists = owner
									owner = {	is_same_value = root.owner 
												is_nomadic = no 
												is_gestalt = no } } }
		planet_miners_unity_produces_add = 0.15
		planet_miners_trade_produces_add = 0.15
		planet_miners_society_research_produces_add = 0.15
		job_miner_add = 150
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = { 	exists = owner
									owner = {	is_same_value = root.owner 
												is_nomadic = no 
												is_gestalt = yes } } }
		planet_miners_unity_produces_add = 0.15
		planet_miners_trade_produces_add = 0.15
		planet_miners_society_research_produces_add = 0.15
		job_mining_drone_add  = 150
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = { 	exists = owner
									owner = {	is_same_value = root.owner 
												is_nomadic = yes } } 
						trait_is_gestalt_check = no }
		job_ark_harvester_add = 150
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = { 	exists = owner
									owner = {	is_same_value = root.owner 
												is_nomadic = yes } } 
						trait_is_gestalt_check = yes }
		job_ark_harvester_gestalt_add  = 150
	}
	leader_potential_add = {
		has_paragon_dlc = yes
	}
	leader_class = { scientist }
}

###################
leader_trait_academic_minor_artifacts_expert = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_academic_minor_artifacts_expert"
		RARITY = free_or_veteran
		COUNCIL = no
		TIER = 1
	}
	triggered_fleet_modifier = {
		potential = {
			owner? = {
				is_nomadic = yes
			}
		}
		weapon_archaeotech_weapon_damage_mult = 0.15
		weapon_archaeotech_weapon_fire_rate_mult = 0.15
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { is_same_value = root.owner } } 
						trait_is_gestalt_check = no }
			planet_jobs_minor_artifacts_produces_mult = 0.025
			planet_traders_society_research_produces_add = 0.05
			planet_traders_engineering_research_produces_add = 0.05
			planet_traders_physics_research_produces_add = 0.05
			job_trader_add = 50
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { is_same_value = root.owner } } 
						trait_is_gestalt_check = yes }
			planet_jobs_minor_artifacts_produces_mult = 0.025
			planet_traders_society_research_produces_add = 0.05
			planet_traders_engineering_research_produces_add = 0.05
			planet_traders_physics_research_produces_add = 0.05
			job_logistics_drone_add = 50
	}
	custom_tooltip_with_modifiers = leader_trait_academic_minor_artifacts_expert_tt
	leader_potential_add = {
		has_ancrel = yes
		OR = {
			has_paragon_dlc = no
			has_trait = subclass_scientist_scholar
		}
	}
	leader_class = { scientist }
	prerequisites = { tech_archaeostudies }
	selectable_weight = {
		inline_script = paragon/subclass_free_trait_weight
		inline_script = paragon/pilot_weight_mult
		inline_script = {
			script = paragon/subclass_weight_mult
			SUBCLASS = scientist_scholar
		}
		modifier = {
			from = {
				has_ascension_perk = ap_archaeoengineers
			}
			factor = @synergy_weight_mult
		}
	}
}

leader_trait_academic_minor_artifacts_expert_2 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_academic_minor_artifacts_expert" }
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_academic_minor_artifacts_expert"
		RARITY = free_or_veteran
		COUNCIL = no
		TIER = 2
	}
	triggered_fleet_modifier = {
		potential = {
			owner? = {
				is_nomadic = yes
			}
		}
		weapon_archaeotech_weapon_damage_mult = 0.3
		weapon_archaeotech_weapon_fire_rate_mult = 0.3
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { is_same_value = root.owner } } 
						trait_is_gestalt_check = no }
			planet_jobs_minor_artifacts_produces_mult = 0.05
			planet_traders_society_research_produces_add = 0.1
			planet_traders_engineering_research_produces_add = 0.1
			planet_traders_physics_research_produces_add = 0.1
			job_trader_add = 100
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { is_same_value = root.owner } } 
						trait_is_gestalt_check = yes }
			planet_jobs_minor_artifacts_produces_mult = 0.05
			planet_traders_society_research_produces_add = 0.1
			planet_traders_engineering_research_produces_add = 0.1
			planet_traders_physics_research_produces_add = 0.1
			job_logistics_drone_add = 100
	}
	custom_tooltip_with_modifiers = leader_trait_academic_minor_artifacts_expert_2_tt
	leader_class = { scientist }
}

leader_trait_academic_minor_artifacts_expert_3 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_academic_minor_artifacts_expert_2" }
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_academic_minor_artifacts_expert"
		RARITY = veteran
		COUNCIL = no
		TIER = 3
	}
	triggered_fleet_modifier = {
		potential = {
			owner? = {
				is_nomadic = yes
			}
		}
		weapon_archaeotech_weapon_damage_mult = 0.45
		weapon_archaeotech_weapon_fire_rate_mult = 0.45
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { is_same_value = root.owner } } 
						trait_is_gestalt_check = no }
			planet_jobs_minor_artifacts_produces_mult = 0.075
			planet_traders_society_research_produces_add = 0.15
			planet_traders_engineering_research_produces_add = 0.15
			planet_traders_physics_research_produces_add = 0.15
			job_trader_add = 150
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { is_same_value = root.owner } } 
						trait_is_gestalt_check = yes }
			planet_jobs_minor_artifacts_produces_mult = 0.075
			planet_traders_society_research_produces_add = 0.15
			planet_traders_engineering_research_produces_add = 0.15
			planet_traders_physics_research_produces_add = 0.15
			job_logistics_drone_add = 150
	}
	custom_tooltip_with_modifiers = leader_trait_academic_minor_artifacts_expert_3_tt
	leader_potential_add = {
		has_paragon_dlc = yes
	}
	leader_class = { scientist }
}

###################
leader_trait_tuner = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_tuner"
		RARITY = veteran
		COUNCIL = no
		TIER = 1
	}
	modifier = {
		ship_speed_mult = 0.3
		ship_evasion_add = 10
		ship_ftl_jumpdrive_range_mult = 0.3
		ship_jumpdrive_cooldown_mult = -0.1
	}
	triggered_fleet_modifier = {
		potential = {
			owner? = {
				is_nomadic = yes
			}
		}
		weapon_type_strike_craft_speed_mult = 0.3
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { 	is_same_value = root.owner 
												is_regular_empire = yes} } }
		planet_metallurgists_alloys_produces_add = 0.1
		job_foundry_add = 50
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { 	is_same_value = root.owner 
												is_gestalt = yes } } }
		planet_metallurgists_alloys_produces_add = 0.1
		job_fabricator_add = 50
	}
	leader_potential_add = {
		has_trait = subclass_scientist_explorer
		has_paragon_dlc = yes
	}
	leader_class = { scientist }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/pilot_weight_mult
		inline_script = {
			script = paragon/subclass_weight_mult
			SUBCLASS = scientist_explorer
		}
	}
}

leader_trait_tuner_2 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_tuner" }
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_tuner"
		RARITY = veteran
		COUNCIL = no
		TIER = 2
	}
	modifier = {
		ship_speed_mult = 0.6
		ship_evasion_add = 20
		ship_ftl_jumpdrive_range_mult = 0.6
		ship_jumpdrive_cooldown_mult = -0.2
	}
	triggered_fleet_modifier = {
		potential = {
			owner? = {
				is_nomadic = yes
			}
		}
		weapon_type_strike_craft_speed_mult = 0.6
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { 	is_same_value = root.owner 
												is_regular_empire = yes} } }
		planet_metallurgists_alloys_produces_add = 0.2
		job_foundry_add = 100
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { 	is_same_value = root.owner 
												is_gestalt = yes } } }
		planet_metallurgists_alloys_produces_add = 0.2
		job_fabricator_add = 100
	}
	leader_class = { scientist }
}

###################
leader_trait_explorer_cloaking_focus = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_explorer_cloaking_focus"
		RARITY = veteran
		COUNCIL = no
		TIER = 1
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { 	is_same_value = root.owner 
												is_regular_empire = yes} } }
		planet_metallurgists_physics_research_produces_add = 0.1
		job_foundry_add = 50
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { 	is_same_value = root.owner 
												is_gestalt = yes } } }
		planet_metallurgists_physics_research_produces_add = 0.1
		job_fabricator_add = 50
	}
	modifier = {
		ship_cloaking_strength_add = 2
	}
	prerequisites = { tech_cloaking_1 }
	leader_potential_add = {
		has_trait = subclass_scientist_explorer
		has_paragon_dlc = yes
	}
	leader_class = { scientist }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/pilot_weight_mult
		inline_script = {
			script = paragon/subclass_weight_mult
			SUBCLASS = scientist_explorer
		}
	}
}

leader_trait_explorer_cloaking_focus_2 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_explorer_cloaking_focus" }
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_explorer_cloaking_focus"
		RARITY = veteran
		COUNCIL = no
		TIER = 2
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { 	is_same_value = root.owner 
												is_regular_empire = yes} } }
		planet_metallurgists_physics_research_produces_add = 0.2
		job_foundry_add = 100
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { 	is_same_value = root.owner 
												is_gestalt = yes } } }
		planet_metallurgists_physics_research_produces_add = 0.2
		job_fabricator_add = 100
	}
	modifier = {
		ship_cloaking_strength_add = 3
	}
	prerequisites = { tech_cloaking_1 }
	leader_class = { scientist }
}

leader_trait_explorer_cloaking_focus_3 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_explorer_cloaking_focus_2" }
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_explorer_cloaking_focus"
		RARITY = veteran
		COUNCIL = no
		TIER = 3
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { 	is_same_value = root.owner 
												is_regular_empire = yes} } }
		planet_metallurgists_physics_research_produces_add = 0.3
		job_foundry_add = 150
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { 	is_same_value = root.owner 
												is_gestalt = yes } } }
		planet_metallurgists_physics_research_produces_add = 0.3
		job_fabricator_add = 150
	}
	modifier = {
		ship_cloaking_strength_add = 4
	}
	custom_tooltip_with_modifiers = leader_trait_explorer_cloaking_focus_3_tt
	prerequisites = { tech_cloaking_1 }
	leader_class = { scientist }
}

###########
# ANALYST #
###########

leader_trait_collaborator = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_collaborator"
		RARITY = veteran
		COUNCIL = no
		TIER = 1
	}
	planet_modifier = {
		planet_jobs_physics_research_produces_mult = 0.05
		planet_jobs_society_research_produces_mult = 0.05
		planet_jobs_engineering_research_produces_mult = 0.05
	}
	sector_modifier = {
		planet_jobs_physics_research_produces_mult = 0.025
		planet_jobs_society_research_produces_mult = 0.025
		planet_jobs_engineering_research_produces_mult = 0.025
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		has_trait = subclass_scientist_governor
	}
	leader_class = { scientist }
	opposites = {
		leader_trait_opinionated
		leader_trait_opinionated_2
	}
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/governor_weight_mult
	}
}

leader_trait_collaborator_2 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_collaborator" }
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_collaborator"
		RARITY = veteran
		COUNCIL = no
		TIER = 2
	}
	planet_modifier = {
		planet_jobs_physics_research_produces_mult = 0.1
		planet_jobs_society_research_produces_mult = 0.1
		planet_jobs_engineering_research_produces_mult = 0.1
	}
	sector_modifier = {
		planet_jobs_physics_research_produces_mult = 0.05
		planet_jobs_society_research_produces_mult = 0.05
		planet_jobs_engineering_research_produces_mult = 0.05
	}
	leader_class = { scientist }
	opposites = {
		leader_trait_opinionated
		leader_trait_opinionated_2
	}
}

leader_trait_collaborator_3 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_collaborator_2" }
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_collaborator"
		RARITY = veteran
		COUNCIL = no
		TIER = 3
	}
	planet_modifier = {
		planet_jobs_physics_research_produces_mult = 0.15
		planet_jobs_society_research_produces_mult = 0.15
		planet_jobs_engineering_research_produces_mult = 0.15
	}
	sector_modifier = {
		planet_jobs_physics_research_produces_mult = 0.075
		planet_jobs_society_research_produces_mult = 0.075
		planet_jobs_engineering_research_produces_mult = 0.075
	}
	leader_class = { scientist }
	opposites = {
		leader_trait_opinionated
		leader_trait_opinionated_2
	}
}

###################
leader_trait_manufacturer = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_manufacturer"
		RARITY = veteran
		COUNCIL = no
		TIER = 1
	}
	leader_potential_add = {
		OR = {
			has_trait = subclass_scientist_governor
			has_trait = subclass_official_governor
		}
		has_paragon_dlc = yes
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
		planet_amenities_add = 250
		planet_stability_add = 2.5
		planet_pops_upkeep_mult = -0.025
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
		planet_amenities_no_happiness_add = 250
		planet_stability_add = 2.5
		planet_pops_upkeep_mult = -0.025
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
		planet_amenities_add = 125
		planet_stability_add = 1.25
		planet_pops_upkeep_mult = -0.0125
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
		planet_amenities_no_happiness_add = 125
		planet_stability_add = 1.25
		planet_pops_upkeep_mult = -0.0125
	}
	leader_class = { scientist official }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/governor_weight_mult
	}
}

leader_trait_manufacturer_2 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_manufacturer" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_manufacturer"
		RARITY = veteran
		COUNCIL = no
		TIER = 2
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
		planet_amenities_add = 500
		planet_stability_add = 5
		planet_pops_upkeep_mult = -0.05
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
		planet_amenities_no_happiness_add = 500
		planet_stability_add = 5
		planet_pops_upkeep_mult = -0.05
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
		planet_amenities_add = 250
		planet_stability_add = 2.5
		planet_pops_upkeep_mult = -0.025
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
		planet_amenities_no_happiness_add = 250
		planet_stability_add = 2.5
		planet_pops_upkeep_mult = -0.025
	}
	leader_class = { scientist official }
}

leader_trait_manufacturer_3 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_manufacturer_2" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_manufacturer"
		RARITY = veteran
		COUNCIL = no
		TIER = 3
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
		planet_amenities_add = 750
		planet_stability_add = 7.5
		planet_pops_upkeep_mult = -0.075
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
		planet_amenities_no_happiness_add = 750
		planet_stability_add = 7.5
		planet_pops_upkeep_mult = -0.075
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
		planet_amenities_add = 325
		planet_stability_add = 3.25
		planet_pops_upkeep_mult = -0.035
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
		planet_amenities_no_happiness_add = 325
		planet_stability_add = 3.25
		planet_pops_upkeep_mult = -0.035
	}
	leader_class = { scientist official }
}

###################
leader_trait_salvager = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_salvager"
		RARITY = veteran
		COUNCIL = no
		TIER = 1
	}
	modifier = {
		ship_speed_mult = 0.05
		ship_anomaly_research_speed_mult = 0.05
	}
	triggered_modifier = {
		potential = {
			owner? = {
				is_nomadic = yes
			}
		}
		create_debris_chance = 0.25
	}
	triggered_background_planet_modifier = {
		potential = {	leader_class = scientist
						exists = FROM
						FROM = {	exists = owner
									owner = { is_same_value = root.owner } } 
						trait_is_gestalt_check = yes }
		planet_engineers_alloys_produces_add = 0.05
		job_calculator_engineer_add = 50
	}
	triggered_background_planet_modifier = {
		potential = {	leader_class = scientist
						exists = FROM
						FROM = {	exists = owner
									owner = { is_same_value = root.owner } } 
						trait_is_gestalt_check = no }
		planet_engineers_alloys_produces_add = 0.05
		job_engineer_add  = 50
	}
	leader_potential_add = {
		has_trait = subclass_scientist_scholar
		has_paragon_dlc = yes
	}
	leader_class = { scientist }
	custom_tooltip_with_modifiers = leader_trait_salvager_effect
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/pilot_weight_mult
		inline_script = {
			script = paragon/subclass_weight_mult
			SUBCLASS = scientist_scholar
		}
	}
}

leader_trait_salvager_2 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_salvager" }
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_salvager"
		RARITY = veteran
		COUNCIL = no
		TIER = 2
	}
	modifier = {
		ship_speed_mult = 0.1
		ship_anomaly_research_speed_mult = 0.1
	}
	triggered_modifier = {
		potential = {
			owner? = {
				is_nomadic = yes
			}
		}
		create_debris_chance = 0.5
	}
	triggered_background_planet_modifier = {
		potential = {	leader_class = scientist
						exists = FROM
						FROM = {	exists = owner
									owner = { is_same_value = root.owner } } 
						trait_is_gestalt_check = yes }
		planet_engineers_alloys_produces_add = 0.1
		job_calculator_engineer_add = 100
	}
	triggered_background_planet_modifier = {
		potential = {	leader_class = scientist
						exists = FROM
						FROM = {	exists = owner
									owner = { is_same_value = root.owner } } 
						trait_is_gestalt_check = no }
		planet_engineers_alloys_produces_add = 0.1
		job_engineer_add  = 100
	}
	leader_class = { scientist }
	custom_tooltip_with_modifiers = leader_trait_salvager_effect_2
}

leader_trait_salvager_3 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_salvager_2" }
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_salvager"
		RARITY = veteran
		COUNCIL = no
		TIER = 3
	}
	modifier = {
		ship_speed_mult = 0.15
		ship_anomaly_research_speed_mult = 0.15
	}
	triggered_modifier = {
		potential = {
			owner? = {
				is_nomadic = yes
			}
		}
		create_debris_chance = 0.75
	}
	triggered_background_planet_modifier = {
		potential = {	leader_class = scientist
						exists = FROM
						FROM = {	exists = owner
									owner = { is_same_value = root.owner } } 
						trait_is_gestalt_check = yes }
		planet_engineers_alloys_produces_add = 0.15
		job_calculator_engineer_add = 150
	}
	triggered_background_planet_modifier = {
		potential = {	leader_class = scientist
						exists = FROM
						FROM = {	exists = owner
									owner = { is_same_value = root.owner } } 
						trait_is_gestalt_check = no }
		planet_engineers_alloys_produces_add = 0.15
		job_engineer_add  = 150
	}
	leader_class = { scientist }
	custom_tooltip_with_modifiers = leader_trait_salvager_effect_3
}

###################
leader_trait_space_miner = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_space_miner"
		RARITY = veteran
		COUNCIL = no
		TIER = 1
	}
	triggered_planet_modifier = {
		potential = { 	trait_is_nomad_check = no 	}
			planet_miners_produces_mult = 0.05
			planet_miners_minerals_produces_add = -1.5
			planet_miners_alloys_produces_add = 0.5
	}
	triggered_sector_modifier = {
		potential = { 	trait_is_nomad_check = no 	}
			planet_miners_produces_mult = 0.025
			planet_miners_minerals_produces_add = -0.75
			planet_miners_alloys_produces_add = 0.25
	}
	triggered_planet_modifier = {
		potential = { 	trait_is_nomad_check = yes 
						trait_is_gestalt_check = no	}
		pop_ark_harvester_bonus_workforce_mult = 0.1
	}
	triggered_planet_modifier = {
		potential = { 	trait_is_nomad_check = yes 
						trait_is_gestalt_check = yes	}
		pop_ark_harvester_gestalt_bonus_workforce_mult = 0.1
	}
	leader_potential_add = {
		has_governor_subclass = yes
		has_paragon_dlc = yes
	}
	leader_class = { scientist official commander }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/governor_weight_mult
	}
}

leader_trait_space_miner_2 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_space_miner" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_space_miner"
		RARITY = veteran
		COUNCIL = no
		TIER = 2
	}
	triggered_planet_modifier = {
		potential = { 	trait_is_nomad_check = no 	}
			planet_miners_produces_mult = 0.1
			planet_miners_minerals_produces_add = -3
			planet_miners_alloys_produces_add = 1
	}
	triggered_sector_modifier = {
		potential = { 	trait_is_nomad_check = no 	}
			planet_miners_produces_mult = 0.05
			planet_miners_minerals_produces_add = -1.5
			planet_miners_alloys_produces_add = 0.5
	}
	triggered_planet_modifier = {
		potential = { 	trait_is_nomad_check = yes 
						trait_is_gestalt_check = no	}
		pop_ark_harvester_bonus_workforce_mult = 0.2
	}
	triggered_planet_modifier = {
		potential = { 	trait_is_nomad_check = yes 
						trait_is_gestalt_check = yes	}
		pop_ark_harvester_gestalt_bonus_workforce_mult = 0.2
	}
	leader_class = { scientist official commander }
}

leader_trait_space_miner_3 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_space_miner_2" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_space_miner"
		RARITY = veteran
		COUNCIL = no
		TIER = 3
	}
	triggered_planet_modifier = {
		potential = { 	trait_is_nomad_check = no 	}
			planet_miners_produces_mult = 0.15
			planet_miners_minerals_produces_add = -4.5
			planet_miners_alloys_produces_add = 1.5
	}
	triggered_sector_modifier = {
		potential = { 	trait_is_nomad_check = no 	}
			planet_miners_produces_mult = 0.075
			planet_miners_minerals_produces_add = -2.25
			planet_miners_alloys_produces_add = 0.75
	}
	triggered_planet_modifier = {
		potential = { 	trait_is_nomad_check = yes 
						trait_is_gestalt_check = no	}
		pop_ark_harvester_bonus_workforce_mult = 0.3
	}
	triggered_planet_modifier = {
		potential = { 	trait_is_nomad_check = yes 
						trait_is_gestalt_check = yes	}
		pop_ark_harvester_gestalt_bonus_workforce_mult = 0.3
	}
	leader_class = { scientist official commander }
}

##############
# RESEARCHER #
##############

leader_trait_inquisitive = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_inquisitive"
		RARITY = veteran
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		planet_researchers_produces_mult = 0.01
		planet_researchers_upkeep_mult = 0.01
		num_tech_alternatives_add = 1
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		has_trait = subclass_scientist_councilor
	}
	leader_class = { scientist }
	ai_weight = 100
	opposites = {
		leader_trait_narrow_minded
		leader_trait_narrow_minded_2
	}
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_inquisitive_2 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_inquisitive" }
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_inquisitive"
		RARITY = veteran
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		planet_researchers_produces_mult = 0.03
		planet_researchers_upkeep_mult = 0.03
		num_tech_alternatives_add = 1
	}
	leader_class = { scientist }
	ai_weight = 100
	opposites = {
		leader_trait_narrow_minded
		leader_trait_narrow_minded_2
	}
}

leader_trait_inquisitive_3 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_inquisitive_2" }
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_inquisitive"
		RARITY = veteran
		COUNCIL = yes
		TIER = 3
	}
	councilor_modifier = {
		planet_researchers_produces_mult = 0.05
		planet_researchers_upkeep_mult = 0.05
		num_tech_alternatives_add = 1
	}
	leader_class = { scientist }
	ai_weight = 100
	opposites = {
		leader_trait_narrow_minded
		leader_trait_narrow_minded_2
	}
}

###################
leader_trait_maniacal = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_maniacal"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		all_technology_research_speed = 0.04
		# increased chance to discover risky techs (weighted in tech-script)
	}
	leader_potential_add = {
		OR = {
			has_paragon_dlc = no
			has_trait = subclass_scientist_councilor
		}
	}
	leader_class = { scientist }
	opposites = {
		leader_trait_paranoid
		leader_trait_paranoid_2
	}
	selectable_weight = {
		inline_script = paragon/subclass_free_trait_weight
		inline_script = paragon/council_weight_mult
	}
	ai_weight = 110
}

leader_trait_maniacal_2 = {
	leader_trait_type = veteran
	replace_traits = {leader_trait_maniacal}
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_maniacal"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		all_technology_research_speed = 0.08
		# increased chance to discover risky techs (weighted in tech-script)
	}
	leader_class = { scientist }
	opposites = {
		leader_trait_paranoid
		leader_trait_paranoid_2
	}
	ai_weight = 110
}

leader_trait_maniacal_3 = {
	leader_trait_type = veteran
	replace_traits = { leader_trait_maniacal_2 }
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_maniacal"
		RARITY = veteran
		COUNCIL = yes
		TIER = 3
	}
	councilor_modifier = {
		all_technology_research_speed = 0.12
		# increased chance to discover risky techs (weighted in tech-script)
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		OR = {
			leader_class = scientist
			has_leader_flag = renowned_materialist1
		}
	}
	leader_class = { commander scientist }
	opposites = {
		leader_trait_paranoid
		leader_trait_paranoid_2
	}
	ai_weight = 110
}

###################
trait_ruler_expansionist = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_expansionist"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 1
	}
	triggered_councilor_modifier = {
		potential = { trait_is_nomad_check = no }
		starbase_outpost_cost_mult = -0.05
		country_starbase_influence_cost_mult = -0.05
		country_starbase_influence_cost_distance_mult = -0.05
		station_gatherers_produces_mult = 0.05
		stations_upkeep_mult = -0.05
		stations_cost_mult = -0.05
		empire_size_systems_mult = -0.05
	}
	triggered_councilor_modifier = {
		potential = { trait_is_nomad_check = yes }
		megastructures_arkships_cost_mult = -0.025
		starbase_arkship_upgrades_cost_mult = -0.025
		empire_size_colonies_mult = -0.025
		category_voidcraft_research_speed_mult = 0.025
		category_voidcraft_draw_chance_mult = 0.05
	}
	leader_potential_add = {
		OR = {
			has_paragon_dlc = no
			has_trait = subclass_scientist_councilor
		}
	}
	leader_class = { scientist }
	selectable_weight = {
		inline_script = paragon/subclass_free_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

trait_ruler_expansionist_2 = {
	leader_trait_type = veteran
	replace_traits = { "trait_ruler_expansionist" }
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_expansionist"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 2
	}
	triggered_councilor_modifier = {
		potential = { trait_is_nomad_check = no }
		starbase_outpost_cost_mult = -0.1
		country_starbase_influence_cost_mult = -0.1
		country_starbase_influence_cost_distance_mult = -0.1
		station_gatherers_produces_mult = 0.1
		stations_upkeep_mult = -0.1
		stations_cost_mult = -0.1
		empire_size_systems_mult = -0.1
	}
	triggered_councilor_modifier = {
		potential = { trait_is_nomad_check = yes }
		megastructures_arkships_cost_mult = -0.05
		starbase_arkship_upgrades_cost_mult = -0.05
		empire_size_colonies_mult = -0.05
		category_voidcraft_research_speed_mult = 0.05
		category_voidcraft_draw_chance_mult = 0.1
	}
	leader_class = { scientist }
}

trait_ruler_expansionist_3 = {
	leader_trait_type = veteran
	replace_traits = { "trait_ruler_expansionist_2" }
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_expansionist"
		RARITY = veteran
		COUNCIL = yes
		TIER = 3
	}
	triggered_councilor_modifier = {
		potential = { trait_is_nomad_check = no }
		starbase_outpost_cost_mult = -0.15
		country_starbase_influence_cost_mult = -0.15
		country_starbase_influence_cost_distance_mult = -0.15
		station_gatherers_produces_mult = 0.15
		stations_upkeep_mult = -0.15
		stations_cost_mult = -0.15
		empire_size_systems_mult = -0.15
	}
	triggered_councilor_modifier = {
		potential = { trait_is_nomad_check = yes }
		megastructures_arkships_cost_mult = -0.075
		starbase_arkship_upgrades_cost_mult = -0.075
		empire_size_colonies_mult = -0.075
		category_voidcraft_research_speed_mult = 0.075
		category_voidcraft_draw_chance_mult = 0.15
	}
	leader_potential_add = {
		has_paragon_dlc = yes
	}
	leader_class = { scientist }
}

###################
leader_trait_science_communicator = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_science_communicator"
		RARITY = veteran
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		scientist_exp_gain = 0.05
		find_arc_site_on_survey_chance_mult = 0.05
		ship_archaeological_site_excavation_speed_mult = 0.05
	}
	triggered_councilor_modifier = {
		potential = { trait_is_nomad_check = no }
		station_researchers_produces_mult = 0.05
	}
	triggered_councilor_modifier = {
		potential = {
			trait_is_gestalt_check = no
		}
		leader_scientists_upkeep_mult = -0.05
	}
	triggered_councilor_modifier = {
		potential = {
			trait_is_gestalt_check = yes
		}
		councilor_gestalt_cognitive_exp_gain = 0.05
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		has_trait = subclass_scientist_councilor
	}
	leader_class = { scientist }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_science_communicator_2 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_science_communicator" }
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_science_communicator"
		RARITY = veteran
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		scientist_exp_gain = 0.1
		find_arc_site_on_survey_chance_mult = 0.1
		ship_archaeological_site_excavation_speed_mult = 0.1
	}
	triggered_councilor_modifier = {
		potential = {
			trait_is_gestalt_check = no
		}
		leader_scientists_upkeep_mult = -0.1
	}
	triggered_councilor_modifier = {
		potential = {
			trait_is_gestalt_check = yes
		}
		councilor_gestalt_cognitive_exp_gain = 0.1
	}
	leader_class = { scientist }
}

leader_trait_science_communicator_3 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_science_communicator_2" }
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_science_communicator"
		RARITY = veteran
		COUNCIL = yes
		TIER = 3
	}
	councilor_modifier = {
		scientist_exp_gain = 0.15
		find_arc_site_on_survey_chance_mult = 0.15
		ship_archaeological_site_excavation_speed_mult = 0.15
	}
	triggered_councilor_modifier = {
		potential = {
			trait_is_gestalt_check = no
		}
		leader_scientists_upkeep_mult = -0.15
	}
	triggered_councilor_modifier = {
		potential = {
			trait_is_gestalt_check = yes
		}
		councilor_gestalt_cognitive_exp_gain = 0.15
	}
	leader_class = { scientist }
}

####################
# RESEARCHER FOCUS #
####################

leader_trait_engineering_focus = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_engineering
		CLASS = scientist
		ICON = "GFX_leader_trait_engineering_focus"
		RARITY = veteran
		COUNCIL = no
		TIER = 1
	}
	planet_modifier = {
		planet_jobs_engineering_research_produces_mult = 0.1
	}
	sector_modifier = {
		planet_jobs_engineering_research_produces_mult = 0.05
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		has_trait = subclass_scientist_governor
		has_scientist_focus = no
	}
	leader_class = { scientist }
	triggered_desc = { text = only_one_scientist_focus }
	ai_weight = 100
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/governor_weight_mult
	}
}

leader_trait_engineering_focus_2 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_engineering_focus" }
	inline_script = {
		script = trait/icon_engineering
		CLASS = scientist
		ICON = "GFX_leader_trait_engineering_focus"
		RARITY = veteran
		COUNCIL = no
		TIER = 2
	}
	planet_modifier = {
		planet_jobs_engineering_research_produces_mult = 0.2
	}
	sector_modifier = {
		planet_jobs_engineering_research_produces_mult = 0.1
	}
	leader_class = { scientist }
	triggered_desc = { text = only_one_scientist_focus }
	ai_weight = 100
}

leader_trait_engineering_focus_3 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_engineering_focus_2" }
	inline_script = {
		script = trait/icon_engineering
		CLASS = scientist
		ICON = "GFX_leader_trait_engineering_focus"
		RARITY = veteran
		COUNCIL = no
		TIER = 3
	}
	planet_modifier = {
		planet_jobs_engineering_research_produces_mult = 0.3
	}
	sector_modifier = {
		planet_jobs_engineering_research_produces_mult = 0.15
	}
	leader_class = { scientist }
	triggered_desc = { text = only_one_scientist_focus }
	ai_weight = 100
}

###################
leader_trait_physics_focus = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_physics
		CLASS = scientist
		ICON = "GFX_leader_trait_physics_focus"
		RARITY = veteran
		COUNCIL = no
		TIER = 1
	}
	planet_modifier = {
		planet_jobs_physics_research_produces_mult = 0.1
	}
	sector_modifier = {
		planet_jobs_physics_research_produces_mult = 0.05
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		has_trait = subclass_scientist_governor
		has_scientist_focus = no
	}
	leader_class = { scientist }
	triggered_desc = { text = only_one_scientist_focus }
	ai_weight = 100
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/governor_weight_mult
	}
}

leader_trait_physics_focus_2 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_physics_focus" }
	inline_script = {
		script = trait/icon_physics
		CLASS = scientist
		ICON = "GFX_leader_trait_physics_focus"
		RARITY = veteran
		COUNCIL = no
		TIER = 2
	}
	planet_modifier = {
		planet_jobs_physics_research_produces_mult = 0.2
	}
	sector_modifier = {
		planet_jobs_physics_research_produces_mult = 0.1
	}
	leader_class = { scientist }
	triggered_desc = { text = only_one_scientist_focus }
	ai_weight = 100
}

leader_trait_physics_focus_3 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_physics_focus_2" }
	inline_script = {
		script = trait/icon_physics
		CLASS = scientist
		ICON = "GFX_leader_trait_physics_focus"
		RARITY = veteran
		COUNCIL = no
		TIER = 3
	}
	planet_modifier = {
		planet_jobs_physics_research_produces_mult = 0.3
	}
	sector_modifier = {
		planet_jobs_physics_research_produces_mult = 0.15
	}
	leader_class = { scientist }
	triggered_desc = { text = only_one_scientist_focus }
	ai_weight = 100
}

###################
leader_trait_society_focus = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_society
		CLASS = scientist
		ICON = "GFX_leader_trait_society_focus"
		RARITY = veteran
		COUNCIL = no
		TIER = 1
	}
	planet_modifier = {
		planet_jobs_society_research_produces_mult = 0.1
	}
	sector_modifier = {
		planet_jobs_society_research_produces_mult = 0.05
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		has_trait = subclass_scientist_governor
		has_scientist_focus = no
	}
	leader_class = { scientist }
	triggered_desc = { text = only_one_scientist_focus }
	ai_weight = 100
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/governor_weight_mult
	}
}

leader_trait_society_focus_2 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_society_focus" }
	inline_script = {
		script = trait/icon_society
		CLASS = scientist
		ICON = "GFX_leader_trait_society_focus"
		RARITY = veteran
		COUNCIL = yes
		TIER = 2
	}
	planet_modifier = {
		planet_jobs_society_research_produces_mult = 0.2
	}
	sector_modifier = {
		planet_jobs_society_research_produces_mult = 0.1
	}
	leader_class = { scientist }
	triggered_desc = { text = only_one_scientist_focus }
	ai_weight = 100
}

leader_trait_society_focus_3 = {
	leader_trait_type = veteran
	replace_traits = { "leader_trait_society_focus_2" }
	inline_script = {
		script = trait/icon_society
		CLASS = scientist
		ICON = "GFX_leader_trait_society_focus"
		RARITY = veteran
		COUNCIL = yes
		TIER = 3
	}
	planet_modifier = {
		planet_jobs_society_research_produces_mult = 0.3
	}
	sector_modifier = {
		planet_jobs_society_research_produces_mult = 0.15
	}
	leader_class = { scientist }
	triggered_desc = { text = only_one_scientist_focus }
	ai_weight = 100
}

#######################
# RESEARCHER EXPERISE #
#######################

@expertise_tier_1_mult = 0.15
@expertise_tier_2_mult = 0.30
@expertise_tier_3_mult = 0.45

leader_trait_expertise_materials = {
	# This is needed due to the technocracy effects
	force_councilor_trait = yes
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_engineering
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_materials"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		category_materials_research_speed_mult = @expertise_tier_1_mult
		category_materials_draw_chance_mult = 0.25
	}
	inline_script = {
		script =  traits/technocracy_expertise_effects
		FIELD = engineering
		TIER = 1
	}
	leader_potential_add = {
		is_specialist_researcher_engineering = no
		can_leader_get_council_trait_trigger = yes
		OR = {
			has_paragon_dlc = no
			has_trait = subclass_scientist_councilor
		}
	}
	leader_class = { scientist }
	ai_weight = 100
	selectable_weight = {
		inline_script = paragon/subclass_free_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_expertise_materials_2 = {
	replace_traits = { "leader_trait_expertise_materials" }
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_engineering
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_materials"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		category_materials_research_speed_mult = @expertise_tier_2_mult
		category_materials_draw_chance_mult = 0.5
	}
	inline_script = {
		script =  traits/technocracy_expertise_effects
		FIELD = engineering
		TIER = 2
	}
	leader_class = { scientist }
	ai_weight = 100
}

leader_trait_expertise_materials_3 = {
	replace_traits = { "leader_trait_expertise_materials_2" }
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_engineering
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_materials"
		RARITY = veteran
		COUNCIL = yes
		TIER = 3
	}
	councilor_modifier = {
		category_materials_research_speed_mult = @expertise_tier_3_mult
		category_materials_draw_chance_mult = 0.75
	}
	inline_script = {
		script =  traits/technocracy_expertise_effects
		FIELD = engineering
		TIER = 3
	}
	leader_potential_add = {
		has_paragon_dlc = yes
	}
	leader_class = { scientist }
	ai_weight = 100
}

###################
leader_trait_expertise_propulsion = {
	# This is needed due to the technocracy effects
	force_councilor_trait = yes
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_engineering
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_propulsion"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		category_propulsion_research_speed_mult = @expertise_tier_1_mult
		category_propulsion_draw_chance_mult = 0.25
	}
	inline_script = {
		script =  traits/technocracy_expertise_effects
		FIELD = engineering
		TIER = 1
	}
	leader_potential_add = {
		is_specialist_researcher_engineering = no
		can_leader_get_council_trait_trigger = yes
		OR = {
			has_paragon_dlc = no
			has_trait = subclass_scientist_councilor
		}
	}
	leader_class = { scientist }
	ai_weight = 100
	selectable_weight = {
		inline_script = paragon/subclass_free_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_expertise_propulsion_2 = {
	replace_traits = { "leader_trait_expertise_propulsion" }
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_engineering
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_propulsion"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 2
	}
	inline_script = {
		script =  traits/technocracy_expertise_effects
		FIELD = engineering
		TIER = 2
	}
	councilor_modifier = {
		category_propulsion_research_speed_mult = @expertise_tier_2_mult
		category_propulsion_draw_chance_mult = 0.5
	}
	leader_class = { scientist }
	ai_weight = 100
}

leader_trait_expertise_propulsion_3 = {
	replace_traits = { "leader_trait_expertise_propulsion_2" }
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_engineering
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_propulsion"
		RARITY = veteran
		COUNCIL = yes
		TIER = 3
	}
	councilor_modifier = {
		category_propulsion_research_speed_mult = @expertise_tier_3_mult
		category_propulsion_draw_chance_mult = 0.75
	}
	inline_script = {
		script =  traits/technocracy_expertise_effects
		FIELD = engineering
		TIER = 3
	}
	leader_potential_add = {
		has_paragon_dlc = yes
	}
	leader_class = { scientist }
	ai_weight = 100
}

###################
leader_trait_expertise_voidcraft = {
	# This is needed due to the technocracy effects
	force_councilor_trait = yes
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_engineering
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_voidcraft"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		category_voidcraft_research_speed_mult = @expertise_tier_1_mult
		category_voidcraft_draw_chance_mult = 0.25
	}
	inline_script = {
		script =  traits/technocracy_expertise_effects
		FIELD = engineering
		TIER = 1
	}
	leader_potential_add = {
		is_specialist_researcher_engineering = no
		can_leader_get_council_trait_trigger = yes
		OR = {
			has_paragon_dlc = no
			has_trait = subclass_scientist_councilor
		}
	}
	leader_class = { scientist }
	ai_weight = 70
	selectable_weight = {
		inline_script = paragon/subclass_free_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_expertise_voidcraft_2 = {
	replace_traits = { "leader_trait_expertise_voidcraft" }
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_engineering
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_voidcraft"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		category_voidcraft_research_speed_mult = @expertise_tier_2_mult
		category_voidcraft_draw_chance_mult = 0.5
	}
	inline_script = {
		script =  traits/technocracy_expertise_effects
		FIELD = engineering
		TIER = 2
	}
	leader_class = { scientist }
	ai_weight = 70
}

leader_trait_expertise_voidcraft_3 = {
	replace_traits = { "leader_trait_expertise_voidcraft_2" }
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_engineering
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_voidcraft"
		RARITY = veteran
		COUNCIL = yes
		TIER = 3
	}
	councilor_modifier = {
		category_voidcraft_research_speed_mult = @expertise_tier_3_mult
		category_voidcraft_draw_chance_mult = 0.75
	}
	inline_script = {
		script =  traits/technocracy_expertise_effects
		FIELD = engineering
		TIER = 3
	}
	leader_potential_add = {
		has_paragon_dlc = yes
	}
	leader_class = { scientist }
	ai_weight = 70
}

###################
leader_trait_expertise_industry = {
	# This is needed due to the technocracy effects
	force_councilor_trait = yes
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_engineering
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_industry"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		category_industry_research_speed_mult = @expertise_tier_1_mult
		category_industry_draw_chance_mult = 0.25
	}
	inline_script = {
		script =  traits/technocracy_expertise_effects
		FIELD = engineering
		TIER = 1
	}
	leader_potential_add = {
		is_specialist_researcher_engineering = no
		can_leader_get_council_trait_trigger = yes
		OR = {
			has_paragon_dlc = no
			has_trait = subclass_scientist_councilor
		}
	}
	leader_class = { scientist }
	ai_weight = 70
	selectable_weight = {
		inline_script = paragon/subclass_free_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_expertise_industry_2 = {
	replace_traits = { "leader_trait_expertise_industry" }
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_engineering
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_industry"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		category_industry_research_speed_mult = @expertise_tier_2_mult
		category_industry_draw_chance_mult = 0.5
	}
	inline_script = {
		script =  traits/technocracy_expertise_effects
		FIELD = engineering
		TIER = 2
	}
	leader_class = { scientist }
	ai_weight = 70
}

leader_trait_expertise_industry_3 = {
	replace_traits = { "leader_trait_expertise_industry_2" }
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_engineering
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_industry"
		RARITY = veteran
		COUNCIL = yes
		TIER = 3
	}
	councilor_modifier = {
		category_industry_research_speed_mult = @expertise_tier_3_mult
		category_industry_draw_chance_mult = 0.75
	}
	inline_script = {
		script =  traits/technocracy_expertise_effects
		FIELD = engineering
		TIER = 3
	}
	leader_potential_add = {
		has_paragon_dlc = yes
	}
	leader_class = { scientist }
	ai_weight = 70
}

###################
leader_trait_expertise_field_manipulation = {
	# This is needed due to the technocracy effects
	force_councilor_trait = yes
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_physics
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_field_manipulation"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		category_field_manipulation_research_speed_mult = @expertise_tier_1_mult
		category_field_manipulation_draw_chance_mult = 0.25
	}
	inline_script = {
		script =  traits/technocracy_expertise_effects
		FIELD = physics
		TIER = 1
	}
	leader_potential_add = {
		is_specialist_researcher_physics = no
		can_leader_get_council_trait_trigger = yes
		OR = {
			has_paragon_dlc = no
			has_trait = subclass_scientist_councilor
		}
	}
	leader_class = { scientist }
	ai_weight = 100
	selectable_weight = {
		inline_script = paragon/subclass_free_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_expertise_field_manipulation_2 = {
	replace_traits = { "leader_trait_expertise_field_manipulation" }
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_physics
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_field_manipulation"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		category_field_manipulation_research_speed_mult = @expertise_tier_2_mult
		category_field_manipulation_draw_chance_mult = 0.5
	}
	inline_script = {
		script =  traits/technocracy_expertise_effects
		FIELD = physics
		TIER = 2
	}
	leader_class = { scientist }
	ai_weight = 100
}

leader_trait_expertise_field_manipulation_3 = {
	replace_traits = { "leader_trait_expertise_field_manipulation_2" }
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_physics
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_field_manipulation"
		RARITY = veteran
		COUNCIL = yes
		TIER = 3
	}
	councilor_modifier = {
		category_field_manipulation_research_speed_mult = @expertise_tier_3_mult
		category_field_manipulation_draw_chance_mult = 0.75
	}
	inline_script = {
		script =  traits/technocracy_expertise_effects
		FIELD = physics
		TIER = 3
	}
	leader_potential_add = {
		has_paragon_dlc = yes
	}
	leader_class = { scientist }
	ai_weight = 100
}

###################
leader_trait_expertise_particles = {
	# This is needed due to the technocracy effects
	force_councilor_trait = yes
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_physics
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_particles"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		category_particles_research_speed_mult = @expertise_tier_1_mult
		category_particles_draw_chance_mult = 0.25
	}
	inline_script = {
		script =  traits/technocracy_expertise_effects
		FIELD = physics
		TIER = 1
	}
	leader_potential_add = {
		is_specialist_researcher_physics = no
		can_leader_get_council_trait_trigger = yes
		OR = {
			has_paragon_dlc = no
			has_trait = subclass_scientist_councilor
		}
	}
	leader_class = { scientist }
	ai_weight = 100
	selectable_weight = {
		inline_script = paragon/subclass_free_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_expertise_particles_2 = {
	replace_traits = { "leader_trait_expertise_particles" }
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_physics
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_particles"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		category_particles_research_speed_mult = @expertise_tier_2_mult
		category_particles_draw_chance_mult = 0.5
	}
	inline_script = {
		script =  traits/technocracy_expertise_effects
		FIELD = physics
		TIER = 2
	}
	leader_class = { scientist }
	ai_weight = 100
}

leader_trait_expertise_particles_3 = {
	replace_traits = { "leader_trait_expertise_particles_2" }
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_physics
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_particles"
		RARITY = veteran
		COUNCIL = yes
		TIER = 3
	}
	councilor_modifier = {
		category_particles_research_speed_mult = @expertise_tier_3_mult
		category_particles_draw_chance_mult = 0.75
	}
	inline_script = {
		script =  traits/technocracy_expertise_effects
		FIELD = physics
		TIER = 3
	}
	leader_potential_add = {
		has_paragon_dlc = yes
	}
	leader_class = { scientist }
	ai_weight = 100
}

###################
leader_trait_expertise_computing = {
	# This is needed due to the technocracy effects
	force_councilor_trait = yes
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_physics
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_computing"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		category_computing_research_speed_mult = @expertise_tier_1_mult
		category_computing_draw_chance_mult = 0.25
	}
	inline_script = {
		script =  traits/technocracy_expertise_effects
		FIELD = physics
		TIER = 1
	}
	leader_potential_add = {
		is_specialist_researcher_physics = no
		can_leader_get_council_trait_trigger = yes
		OR = {
			has_paragon_dlc = no
			has_trait = subclass_scientist_councilor
		}
	}
	leader_class = { scientist }
	ai_weight = 100
	selectable_weight = {
		inline_script = paragon/subclass_free_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_expertise_computing_2 = {
	replace_traits = { "leader_trait_expertise_computing" }
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_physics
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_computing"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		category_computing_research_speed_mult = @expertise_tier_2_mult
		category_computing_draw_chance_mult = 0.5
	}
	inline_script = {
		script =  traits/technocracy_expertise_effects
		FIELD = physics
		TIER = 2
	}
	leader_class = { scientist }
	ai_weight = 100
}

leader_trait_expertise_computing_3 = {
	replace_traits = { "leader_trait_expertise_computing_2" }
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_physics
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_computing"
		RARITY = veteran
		COUNCIL = yes
		TIER = 3
	}
	councilor_modifier = {
		category_computing_research_speed_mult = @expertise_tier_3_mult
		category_computing_draw_chance_mult = 0.75
	}
	inline_script = {
		script =  traits/technocracy_expertise_effects
		FIELD = physics
		TIER = 3
	}
	leader_potential_add = {
		has_paragon_dlc = yes
	}
	leader_class = { scientist }
	ai_weight = 100
}

###################
leader_trait_expertise_psionics = {
	# This is needed due to the technocracy effects
	force_councilor_trait = yes
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_psionic
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_psionics"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		category_psionics_research_speed_mult = @expertise_tier_1_mult
		category_psionics_draw_chance_mult = 0.5
	}
	inline_script = {
		script =  traits/technocracy_expertise_effects
		FIELD = society
		TIER = 1
	}
	leader_potential_add = {
		is_specialist_researcher_society = no
		can_leader_get_council_trait_trigger = yes
		OR = {
			has_paragon_dlc = no
			has_trait = subclass_scientist_councilor
		}
		OR = {
			has_psionic_leader_trait = yes
			AND = {
				exists = owner
				owner = {
					OR = {
						has_technology = tech_psionic_theory
						has_origin = origin_shroudwalker_apprentice
					}
				}
			}
			species = {
				has_psionic_species_trait = yes
			}
		}
	}
	leader_class = { scientist }
	ai_weight = 100
	selectable_weight = {
		inline_script = paragon/subclass_free_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_expertise_psionics_2 = {
	replace_traits = { "leader_trait_expertise_psionics" }
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_psionic
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_psionics"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		category_psionics_research_speed_mult = @expertise_tier_2_mult
		category_psionics_draw_chance_mult = 1.00
	}
	inline_script = {
		script =  traits/technocracy_expertise_effects
		FIELD = society
		TIER = 2
	}
	leader_class = { scientist }
	ai_weight = 100
}

leader_trait_expertise_psionics_3 = {
	replace_traits = { "leader_trait_expertise_psionics_2" }
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_psionic
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_psionics"
		RARITY = veteran
		COUNCIL = yes
		TIER = 3
	}
	councilor_modifier = {
		category_psionics_research_speed_mult = @expertise_tier_3_mult
		category_psionics_draw_chance_mult = 1.50
	}
	inline_script = {
		script =  traits/technocracy_expertise_effects
		FIELD = society
		TIER = 3
	}
	leader_potential_add = {
		has_paragon_dlc = yes
	}
	leader_class = { scientist }
	ai_weight = 100
}

###################
leader_trait_expertise_new_worlds = {
	# This is needed due to the technocracy effects
	force_councilor_trait = yes
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_society
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_new_worlds"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		category_new_worlds_research_speed_mult = @expertise_tier_1_mult
		category_new_worlds_draw_chance_mult = 0.25
	}
	inline_script = {
		script =  traits/technocracy_expertise_effects
		FIELD = society
		TIER = 1
	}
	leader_potential_add = {
		is_specialist_researcher_society = no
		can_leader_get_council_trait_trigger = yes
		OR = {
			has_paragon_dlc = no
			has_trait = subclass_scientist_councilor
		}
	}
	leader_class = { scientist }
	ai_weight = 100
	selectable_weight = {
		inline_script = paragon/subclass_free_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_expertise_new_worlds_2 = {
	replace_traits = { "leader_trait_expertise_new_worlds" }
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_society
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_new_worlds"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		category_new_worlds_research_speed_mult = @expertise_tier_2_mult
		category_new_worlds_draw_chance_mult = 0.5
	}
	inline_script = {
		script =  traits/technocracy_expertise_effects
		FIELD = society
		TIER = 2
	}
	leader_class = { scientist }
	ai_weight = 100
}

leader_trait_expertise_new_worlds_3 = {
	replace_traits = { "leader_trait_expertise_new_worlds_2" }
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_society
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_new_worlds"
		RARITY = veteran
		COUNCIL = yes
		TIER = 3
	}
	councilor_modifier = {
		category_new_worlds_research_speed_mult = @expertise_tier_3_mult
		category_new_worlds_draw_chance_mult = 0.75
	}
		inline_script = {
		script =  traits/technocracy_expertise_effects
		FIELD = society
		TIER = 3
	}
	leader_potential_add = {
		has_paragon_dlc = yes
	}
	leader_class = { scientist }
	ai_weight = 100
}

###################
leader_trait_expertise_statecraft = {
	# This is needed due to the technocracy effects
	force_councilor_trait = yes
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_society
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_statecraft"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		category_statecraft_research_speed_mult = @expertise_tier_1_mult
		category_statecraft_draw_chance_mult = 0.25
	}
	inline_script = {
		script =  traits/technocracy_expertise_effects
		FIELD = society
		TIER = 1
	}
	leader_potential_add = {
		is_specialist_researcher_society = no
		can_leader_get_council_trait_trigger = yes
		OR = {
			has_paragon_dlc = no
			has_trait = subclass_scientist_councilor
		}
	}
	leader_class = { scientist }
	ai_weight = 100
	selectable_weight = {
		inline_script = paragon/subclass_free_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_expertise_statecraft_2 = {
	replace_traits = { "leader_trait_expertise_statecraft" }
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_society
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_statecraft"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		category_statecraft_research_speed_mult = @expertise_tier_2_mult
		category_statecraft_draw_chance_mult = 0.5
	}
	inline_script = {
		script =  traits/technocracy_expertise_effects
		FIELD = society
		TIER = 2
	}
	leader_class = { scientist }
	ai_weight = 100
}

leader_trait_expertise_statecraft_3 = {
	replace_traits = { "leader_trait_expertise_statecraft_2" }
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_society
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_statecraft"
		RARITY = veteran
		COUNCIL = yes
		TIER = 3
	}
	councilor_modifier = {
		category_statecraft_research_speed_mult = @expertise_tier_3_mult
		category_statecraft_draw_chance_mult = 0.75
	}
	inline_script = {
		script =  traits/technocracy_expertise_effects
		FIELD = society
		TIER = 3
	}
	leader_potential_add = {
		has_paragon_dlc = yes
	}
	leader_class = { scientist }
	ai_weight = 100
}

###################
leader_trait_expertise_biology = {
	# This is needed due to the technocracy effects
	force_councilor_trait = yes
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_society
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_biology"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		category_biology_research_speed_mult = @expertise_tier_1_mult
		category_biology_draw_chance_mult = 0.25
	}
	inline_script = {
		script =  traits/technocracy_expertise_effects
		FIELD = society
		TIER = 1
	}
	leader_potential_add = {
		is_specialist_researcher_society = no
		can_leader_get_council_trait_trigger = yes
		OR = {
			has_paragon_dlc = no
			has_trait = subclass_scientist_councilor
		}
	}
	leader_class = { scientist }
	ai_weight = 100
	selectable_weight = {
		inline_script = paragon/subclass_free_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_expertise_biology_2 = {
	replace_traits = { "leader_trait_expertise_biology" }
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_society
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_biology"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		category_biology_research_speed_mult = @expertise_tier_2_mult
		category_biology_draw_chance_mult = 0.5
	}
	inline_script = {
		script =  traits/technocracy_expertise_effects
		FIELD = society
		TIER = 2
	}
	leader_class = { scientist }
	ai_weight = 100
}

leader_trait_expertise_biology_3 = {
	replace_traits = { "leader_trait_expertise_biology_2" }
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_society
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_biology"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 3
	}
	councilor_modifier = {
		category_biology_research_speed_mult = @expertise_tier_3_mult
		category_biology_draw_chance_mult = 0.75
	}
	inline_script = {
		script =  traits/technocracy_expertise_effects
		FIELD = society
		TIER = 3
	}
	leader_potential_add = {
		has_paragon_dlc = yes
	}
	leader_class = { scientist }
	ai_weight = 100
}

###################
leader_trait_expertise_military_theory = {
	# This is needed due to the technocracy effects
	force_councilor_trait = yes
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_society
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_military_theory"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		category_military_theory_research_speed_mult = @expertise_tier_1_mult
		category_military_theory_draw_chance_mult = 0.25
	}
	inline_script = {
		script =  traits/technocracy_expertise_effects
		FIELD = society
		TIER = 1
	}
	leader_potential_add = {
		is_specialist_researcher_society = no
		can_leader_get_council_trait_trigger = yes
		OR = {
			has_paragon_dlc = no
			has_trait = subclass_scientist_councilor
		}
	}
	leader_class = { scientist }
	ai_weight = 100
	selectable_weight = {
		inline_script = paragon/subclass_free_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_expertise_military_theory_2 = {
	replace_traits = { "leader_trait_expertise_military_theory" }
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_society
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_military_theory"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		category_military_theory_research_speed_mult = @expertise_tier_2_mult
		category_military_theory_draw_chance_mult = 0.5
	}
	inline_script = {
		script =  traits/technocracy_expertise_effects
		FIELD = society
		TIER = 2
	}
	leader_class = { scientist }
	ai_weight = 100
}

leader_trait_expertise_military_theory_3 = {
	replace_traits = { "leader_trait_expertise_military_theory_2" }
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_society
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_military_theory"
		RARITY = veteran
		COUNCIL = yes
		TIER = 3
	}
	councilor_modifier = {
		category_military_theory_research_speed_mult = @expertise_tier_3_mult
		category_military_theory_draw_chance_mult = 0.75
	}
	inline_script = {
		script =  traits/technocracy_expertise_effects
		FIELD = society
		TIER = 3
	}
	leader_potential_add = {
		has_paragon_dlc = yes
	}
	leader_class = { scientist }
	ai_weight = 100
}

###################
leader_trait_expertise_archaeostudies = {
	# This is needed due to the technocracy effects
	force_councilor_trait = yes
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_society
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_archaeostudies"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		category_archaeostudies_research_speed_mult = @expertise_tier_1_mult
		category_archaeostudies_draw_chance_mult = 0.15
		starbase_shipyard_build_minor_artifacts_cost_mult = -0.05
	}
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = {
				has_valid_civic = civic_technocracy
			}
		}
		planet_jobs_minor_artifacts_produces_mult = 0.10
	}
	triggered_sector_modifier = {
		potential = {
			exists = owner
			owner = {
				has_valid_civic = civic_technocracy
			}
		}
		planet_jobs_minor_artifacts_produces_mult = 0.05
	}
	leader_potential_add = {
		is_specialist_researcher_society = no
		can_leader_get_council_trait_trigger = yes
		OR = {
			has_paragon_dlc = no
			has_trait = subclass_scientist_councilor
		}
		has_ancrel = yes
		exists = owner
		owner = {
			OR = {
				has_origin = origin_remnants
				has_ascension_perk = ap_archaeoengineers
				any_system_within_border = {
					any_archaeological_site = {
						is_site_completed = yes
					}
				}
				any_owned_nonprimary_starbase = {
					is_waystation_starbase = yes
					solar_system? = {
						any_archaeological_site = {
							is_site_completed = yes
						}
					}
				}
				any_owned_planet = {
					has_active_building = building_archaeostudies_faculty
				}
			}
		}
	}
	leader_class = { scientist }
	ai_weight = {
		weight = 100
		modifier = {
			factor = 0.3
			owner = {
				num_buildings = {
					type = building_archaeostudies_faculty
					value < 1
					disabled = no
					in_construction = no
				}
			}
		}
	}
	selectable_weight = {
		inline_script = paragon/subclass_free_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_expertise_archaeostudies_2 = {
	replace_traits = { "leader_trait_expertise_archaeostudies" }
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_society
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_archaeostudies"
		RARITY = free_or_veteran
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		category_archaeostudies_research_speed_mult = @expertise_tier_2_mult
		category_archaeostudies_draw_chance_mult = 0.30
		starbase_shipyard_build_minor_artifacts_cost_mult = -0.1
	}
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = {
				has_valid_civic = civic_technocracy
			}
		}
		planet_jobs_minor_artifacts_produces_mult = 0.20
	}
	triggered_sector_modifier = {
		potential = {
			exists = owner
			owner = {
				has_valid_civic = civic_technocracy
			}
		}
		planet_jobs_minor_artifacts_produces_mult = 0.10
	}
	leader_class = { scientist }
	ai_weight = {
		weight = 100
		modifier = {
			factor = 0.3
			owner = {
				num_buildings = {
					type = building_archaeostudies_faculty
					value < 1
					disabled = no
					in_construction = no
				}
			}
		}
	}
}

leader_trait_expertise_archaeostudies_3 = {
	replace_traits = { "leader_trait_expertise_archaeostudies_2" }
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon_society
		CLASS = scientist
		ICON = "GFX_leader_trait_expertise_archaeostudies"
		RARITY = veteran
		COUNCIL = yes
		TIER = 3
	}
	councilor_modifier = {
		category_archaeostudies_research_speed_mult = @expertise_tier_3_mult
		category_archaeostudies_draw_chance_mult = 0.45
		starbase_shipyard_build_minor_artifacts_cost_mult = -0.15
	}
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = {
				has_valid_civic = civic_technocracy
			}
		}
		planet_jobs_minor_artifacts_produces_mult = 0.30
	}
	triggered_sector_modifier = {
		potential = {
			exists = owner
			owner = {
				has_valid_civic = civic_technocracy
			}
		}
		planet_jobs_minor_artifacts_produces_mult = 0.15
	}
	leader_potential_add = {
		has_paragon_dlc = yes
	}
	leader_class = { scientist }
	ai_weight = {
		weight = 100
		modifier = {
			factor = 0.3
			owner = {
				num_buildings = {
					type = building_archaeostudies_faculty
					value < 1
					disabled = no
					in_construction = no
				}
			}
		}
	}
}

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

leader_trait_surveyor = {
	leader_trait_type = destiny
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_surveyor"
		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
		OR = {
			has_trait = subclass_scientist_governor
			has_trait = subclass_scientist_scholar
		}
	}
	triggered_planet_modifier = {
		potential = { has_trait = subclass_scientist_governor }
			planet_technician_physics_research_produces_add = 1
			planet_farmers_society_research_produces_add = 1
			planet_miners_engineering_research_produces_add = 1
	}
	triggered_sector_modifier = {
		potential = {	has_trait = subclass_scientist_governor
						owner? = { is_nomadic = no }}
		planet_technician_physics_research_produces_add = 0.5
		planet_farmers_society_research_produces_add = 0.5
		planet_miners_engineering_research_produces_add = 0.5
	}
	triggered_modifier = {
		potential = { has_trait = subclass_scientist_scholar }
			ship_archaeological_site_excavation_speed_mult = 0.25
			ship_sensor_range_add = 2
			ship_hyperlane_range_add = 2
	}
	triggered_modifier = {
		potential = { 	has_astral_planes_dlc = yes
						has_trait = subclass_scientist_scholar }
		country_astral_rift_speed_mult = 0.25
	}
	triggered_background_planet_modifier = {
		potential = {	has_trait = subclass_scientist_scholar
						exists = FROM
						FROM = {	exists = owner
									owner = { is_same_value = root.owner } } 
						trait_is_gestalt_check = no }
			planet_physicists_energy_produces_add = 0.25
			planet_biologists_food_produces_add = 0.25
			planet_engineers_minerals_produces_add = 0.25
			job_physicist_add = 50
			job_biologist_add = 50
			job_engineer_add = 50
	}
	triggered_background_planet_modifier = {
		potential = {	has_trait = subclass_scientist_scholar
						exists = FROM
						FROM = {	exists = owner
									owner = { is_same_value = root.owner } } 
						trait_is_gestalt_check = yes }
			planet_physicists_energy_produces_add = 0.25
			planet_biologists_food_produces_add = 0.25
			planet_engineers_minerals_produces_add = 0.25
			job_calculator_physicist_add = 50
			job_calculator_biologist_add = 50
			job_calculator_engineer_add = 50
	}
	leader_class = { commander scientist }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/governor_weight_mult
	}
	background_icon = "GFX_leader_background_destiny_1"
}

leader_trait_midas_touch = {
	leader_trait_type = destiny
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_mindfulness"
		RARITY = paragon
		COUNCIL = no
		TIER = none
	}
	on_gained_effect = {
		owner = {
			country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait
		}
	}
	# Additional trait effects in paragon_2.2003
	modifier = {
		ship_anomaly_research_speed_mult = 0.3
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { is_same_value = root.owner } } 
						trait_is_gestalt_check = no }
			planet_physicists_unity_produces_add = 0.15
			planet_biologists_unity_produces_add = 0.15
			planet_engineers_unity_produces_add = 0.15
			job_physicist_add = 50
			job_biologist_add = 50
			job_engineer_add = 50
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { is_same_value = root.owner } } 
						trait_is_gestalt_check = yes }
			planet_physicists_unity_produces_add = 0.15
			planet_biologists_unity_produces_add = 0.15
			planet_engineers_unity_produces_add = 0.15
			job_calculator_physicist_add = 50
			job_calculator_biologist_add = 50
			job_calculator_engineer_add = 50
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		has_trait = subclass_scientist_scholar
	}
	custom_tooltip_with_modifiers = leader_trait_midas_touch_effect
	leader_class = { scientist }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/pilot_weight_mult
		inline_script = {
			script = paragon/subclass_weight_mult
			SUBCLASS = scientist_scholar
		}
	}
	background_icon = "GFX_leader_background_destiny_1"
}

###################
leader_trait_collective_wisdom = {
	leader_trait_type = destiny
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_collective_wisdom"
		RARITY = paragon
		COUNCIL = no
		TIER = none
	}
	on_gained_effect = {
		owner = {
			country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait
		}
	}
	leader_potential_add = {
		OR = {
			has_paragon_dlc = no
			has_trait = subclass_scientist_scholar
		}
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { is_same_value = root.owner } } 
						trait_is_gestalt_check = no }
			planet_researchers_produces_mult = 0.05
			planet_researchers_upkeep_mult = 0.05
			job_physicist_add = 50
			job_biologist_add = 50
			job_engineer_add = 50
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { is_same_value = root.owner } } 
						trait_is_gestalt_check = yes }
			planet_researchers_produces_mult = 0.05
			planet_researchers_upkeep_mult = 0.05
			job_calculator_physicist_add = 50
			job_calculator_biologist_add = 50
			job_calculator_engineer_add = 50
	}
	modifier = {
		ship_archaeological_site_excavation_speed_mult = -0.5
	}
	triggered_self_modifier = {
		potential = {
			is_currently_excavating_site = yes
		}
		leader_scientists_society_research_produces_add = @trait_collective_wisdom_soc_amt
	}
	triggered_self_modifier = {
		potential = {
			has_ancrel = yes
			is_currently_excavating_site = yes
		}
		leader_scientists_minor_artifacts_produces_add = @trait_collective_wisdom_ma_amt
	}
	triggered_desc = {
		trigger = {
			has_ancrel = no
			is_currently_excavating_site = no
		}
		text = leader_trait_collective_wisdom_effect
	}
	triggered_desc = {
		trigger = {
			has_ancrel = yes
			is_currently_excavating_site = no
		}
		text = leader_trait_collective_wisdom_ancrel_effect
	}
	leader_class = { scientist }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/pilot_weight_mult
		inline_script = {
			script = paragon/subclass_weight_mult
			SUBCLASS = scientist_scholar
		}
	}
	background_icon = "GFX_leader_background_destiny_1"
}

leader_trait_knowledge_for_the_masses = {
	leader_trait_type = destiny
	ethic_destiny_trait = yes
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_knowledge_for_the_masses"
		RARITY = paragon
		COUNCIL = yes
		TIER = none
	}
	on_gained_effect = {
		owner = {
			country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait
		}
	}
	councilor_modifier = {
		leader_skill_add = 1
		country_leader_pool_size = 1
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		has_trait = subclass_scientist_councilor
	}
	leader_class = { scientist }
	ai_weight = 100
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/council_weight_mult
	}
	background_icon = "GFX_leader_background_destiny_1"
}

leader_trait_robotist = {
	leader_trait_type = destiny
	ethic_destiny_trait = yes
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_robotist"
		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
		OR = {
			has_trait = subclass_scientist_governor
			has_trait = subclass_official_governor
			has_trait = subclass_commander_governor
		}
		exists = owner
		owner = {
			OR = {
				has_technology = tech_robotic_workers
				has_cybernetic_ascension = yes
				is_individual_machine = yes
			}
		}
	}
	planet_modifier = {
		robotic_pop_bonus_workforce_mult = 0.2
		planet_pops_robotics_upkeep_mult = -0.2
		cyborg_pop_bonus_workforce_mult = 0.2
		planet_pops_cyborgs_upkeep_mult = -0.2
	}
	sector_modifier = {
		robotic_pop_bonus_workforce_mult = 0.1
		planet_pops_robotics_upkeep_mult = -0.1
		cyborg_pop_bonus_workforce_mult = 0.1
		planet_pops_cyborgs_upkeep_mult = -0.1
	}
	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_synthetic_ascension = yes
					is_individual_machine = yes
				}
			}
			factor = 2
		}
	}
	background_icon = "GFX_leader_background_destiny_1"
}

leader_trait_great_researcher = {
	leader_trait_type = destiny
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_experimenter"
		RARITY = paragon
		COUNCIL = yes
		TIER = none
	}
	on_gained_effect = {
		owner = {
			country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait
		}
	}
	councilor_modifier = {
		all_technology_research_speed = 0.05
		planet_researchers_produces_mult = 0.05
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		has_trait = subclass_scientist_councilor
	}
	leader_class = { scientist }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/council_weight_mult
	}
	background_icon = "GFX_leader_background_destiny_1"
}

leader_trait_xeno_cataloger = {
	leader_trait_type = destiny
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_generator_focus"
		RARITY = paragon
		COUNCIL = no
		TIER = none
	}
	on_gained_effect = {
		owner = {
			country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait
		}
	}
	modifier = {
		science_ship_survey_speed = 0.25
		ship_speed_mult = 0.25
		ship_anomaly_generation_chance_mult = 0.15
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { is_same_value = root.owner } } 
						trait_is_gestalt_check = yes }
		planet_physicists_society_research_produces_add  = 0.15
		planet_physicists_engineering_research_produces_add  = 0.15
		job_calculator_physicist_add = 150
	}
	triggered_background_planet_modifier = {
		potential = {	exists = FROM
						FROM = {	exists = owner
									owner = { is_same_value = root.owner } } 
						trait_is_gestalt_check = no }
		planet_physicists_society_research_produces_add  = 0.15
		planet_physicists_engineering_research_produces_add  = 0.15
		job_physicist_add  = 150
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		has_trait = subclass_scientist_explorer
	}
	leader_class = { scientist }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/pilot_weight_mult
		inline_script = {
			script = paragon/subclass_weight_mult
			SUBCLASS = scientist_explorer
		}
	}
	background_icon = "GFX_leader_background_destiny_1"
}

leader_trait_frontier_adventurer = {
	leader_trait_type = destiny
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_frontier_adventurer"
		RARITY = paragon
		COUNCIL = no
		TIER = none
	}
	on_gained_effect = {
		owner = {
			country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait
		}
	}
	inline_script = {
		script = paragon/leader_resource_produces
		RESOURCE = minor_artifacts
		AMOUNT = 1
	}
	triggered_background_planet_modifier = {
		potential = {	leader_class = scientist
						exists = FROM
						FROM = {	exists = owner
									owner = { is_same_value = root.owner } } 
						trait_is_gestalt_check = yes }
		planet_engineers_physics_research_produces_add = 0.15
		planet_engineers_society_research_produces_add = 0.15
		job_calculator_engineer_add = 150
	}
	triggered_background_planet_modifier = {
		potential = {	leader_class = scientist
						exists = FROM
						FROM = {	exists = owner
									owner = { is_same_value = root.owner } } 
						trait_is_gestalt_check = no }
		planet_engineers_physics_research_produces_add = 0.15
		planet_engineers_society_research_produces_add = 0.15
		job_engineer_add  = 150
	}
	modifier = {
		ship_archaeological_site_excavation_speed_mult = 0.25
		ship_evasion_mult = 0.25
		ship_anomaly_research_speed_mult = 0.25
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		has_ancrel = yes
		has_trait = subclass_scientist_explorer
	}
	leader_class = { scientist }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/pilot_weight_mult
		inline_script = {
			script = paragon/subclass_weight_mult
			SUBCLASS = scientist_explorer
		}
	}
	background_icon = "GFX_leader_background_destiny_1"
}

leader_trait_brilliant_shipwright = {
	leader_trait_type = destiny
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_brilliant_shipwright"
		RARITY = paragon
		COUNCIL = yes
		TIER = none
	}
	on_gained_effect = {
		owner = {
			country_event = { id = timeline.50 } # Timeline First Leader with Destiny Trait
		}
	}
	councilor_modifier = {
		starbase_shipyard_build_speed_mult = 0.15
		starbase_shipyard_build_cost_mult = -0.05
	}
	triggered_councilor_modifier = {
		potential = {
			exists = owner
			owner = {
				country_uses_bio_ships = no
			}
		}
		category_voidcraft_research_speed_mult = 0.15
		category_voidcraft_draw_chance_mult = 0.5
	}
	triggered_councilor_modifier = {
		potential = {
			exists = owner
			owner = {
				country_uses_bio_ships = yes
			}
		}
		category_biology_research_speed_mult = 0.15
		category_biology_draw_chance_mult = 0.5
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		has_trait = subclass_scientist_councilor
	}
	leader_class = { scientist }
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/council_weight_mult
	}
	background_icon = "GFX_leader_background_destiny_1"
}

leader_trait_truth_seeker = {
	leader_trait_type = destiny
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_truth_seeker"
		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
		pop_job_amenities_mult = 0.15
		pop_ethic_spiritualist_attraction_mult = 0.50
	}
	sector_modifier = {
		psionic_pop_bonus_workforce_mult = 0.125
		pop_job_amenities_mult = 0.075
		pop_ethic_spiritualist_attraction_mult = 0.25
	}
	leader_potential_add = {
		has_paragon_dlc = yes
		has_trait = subclass_scientist_governor
	}
	leader_class = { scientist }
	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"
}

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

leader_trait_paranoid = {
	leader_trait_type = negative
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_paranoid"
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		all_technology_research_speed = -0.05
	}
	leader_class = { scientist }
	opposites = {
		leader_trait_spark_of_genius
		leader_trait_spark_of_genius_2
		leader_trait_maniacal
		leader_trait_maniacal_2
		leader_trait_maniacal_3
	}
	selectable_weight = {
		weight = @class_negative_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_paranoid_2 = {
	leader_trait_type = negative
	replace_traits = { "leader_trait_paranoid" }
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_paranoid"
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		all_technology_research_speed = -0.10
	}
	leader_class = { scientist }
	opposites = {
		leader_trait_spark_of_genius
		leader_trait_spark_of_genius_2
		leader_trait_maniacal
		leader_trait_maniacal_2
		leader_trait_maniacal_3
	}
	selectable_weight = @tier2_negative_trait_weight
}

###################
leader_trait_narrow_minded = {
	leader_trait_type = negative
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_narrow_minded"
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		# Consider changing to reduced chance to draw Rare tech.
		planet_researchers_produces_mult = -0.05
	}
	leader_class = { scientist }
	opposites = {
		leader_trait_inquisitive
		leader_trait_inquisitive_2
		leader_trait_inquisitive_3
	}
	selectable_weight = {
		weight = @class_negative_trait_weight
		inline_script = paragon/council_weight_mult
		modifier = {
			species = {
				has_trait = trait_slow_learners
			}
			factor = @species_trait_weight_mult
		}
	}
}

leader_trait_narrow_minded_2 = {
	leader_trait_type = negative
	replace_traits = { "leader_trait_narrow_minded" }
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_narrow_minded"
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		planet_researchers_produces_mult = -0.1
	}
	leader_class = { scientist }
	opposites = {
		leader_trait_inquisitive
		leader_trait_inquisitive_2
		leader_trait_inquisitive_3
	}
	selectable_weight = @tier2_negative_trait_weight
}

###################
leader_trait_neurotic = {
	leader_trait_type = negative
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_neurotic"
		COUNCIL = no
		TIER = 1
	}
	modifier = {
		science_ship_survey_speed = -0.1
		ship_anomaly_research_speed_mult = -0.1
	}
	leader_class = { scientist }
	opposites = {
		leader_trait_carefree
		leader_trait_carefree_2
		leader_trait_roamer
		leader_trait_roamer_2
	}
	selectable_weight = {
		weight = @class_negative_trait_weight
		inline_script = paragon/pilot_weight_mult
	}
}

leader_trait_neurotic_2 = {
	leader_trait_type = negative
	replace_traits = { "leader_trait_neurotic" }
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_neurotic"
		COUNCIL = no
		TIER = 2
	}
	modifier = {
		science_ship_survey_speed = -0.20
		ship_anomaly_research_speed_mult = -0.20
	}
	leader_class = { scientist }
	opposites = {
		leader_trait_carefree
		leader_trait_carefree_2
		leader_trait_roamer
		leader_trait_roamer_2
	}
	selectable_weight = @tier2_negative_trait_weight
}

###################
leader_trait_opinionated = {
	leader_trait_type = negative
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_opinionated"
		COUNCIL = no
		TIER = 1
	}
	planet_modifier = {
		planet_jobs_physics_research_produces_mult = -0.05
		planet_jobs_society_research_produces_mult = -0.05
		planet_jobs_engineering_research_produces_mult = -0.05
	}
	sector_modifier = {
		planet_jobs_physics_research_produces_mult = -0.025
		planet_jobs_society_research_produces_mult = -0.025
		planet_jobs_engineering_research_produces_mult = -0.025
	}
	leader_class = { scientist }
	opposites = {
		leader_trait_collaborator
		leader_trait_collaborator_2
		leader_trait_collaborator_3
	}
	selectable_weight = {
		weight = @class_negative_trait_weight
		inline_script = paragon/governor_weight_mult
		modifier = {
			species = {
				OR = {
					has_trait = trait_quarrelsome
					has_trait = trait_robot_quarrelsome
				}
			}
			factor = @species_trait_weight_mult
		}
	}
}

leader_trait_opinionated_2 = {
	leader_trait_type = negative
	replace_traits = { "leader_trait_opinionated" }
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_opinionated"
		COUNCIL = no
		TIER = 2
	}
	planet_modifier = {
		planet_jobs_physics_research_produces_mult = -0.1
		planet_jobs_society_research_produces_mult = -0.1
		planet_jobs_engineering_research_produces_mult  = -0.1
	}
	sector_modifier = {
		planet_jobs_physics_research_produces_mult = -0.05
		planet_jobs_society_research_produces_mult = -0.05
		planet_jobs_engineering_research_produces_mult = -0.05
	}
	leader_class = { scientist }
	opposites = {
		leader_trait_collaborator
		leader_trait_collaborator_2
		leader_trait_collaborator_3
	}
	selectable_weight = @tier2_negative_trait_weight
}

###################
leader_trait_destructive = {
	leader_trait_type = negative
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_destructive"
		COUNCIL = no
		TIER = 1
	}
	inline_script = {
		script = paragon/leader_resource_upkeep
		RESOURCE = alloys
		AMOUNT = 5
	}
	leader_class = { scientist official commander }
	selectable_weight = {
		weight = @class_negative_trait_weight
		modifier = {
			species = {
				OR = {
					has_trait = trait_deviants
					has_trait = trait_robot_deviants
				}
			}
			factor = @species_trait_weight_mult
		}
	}
}

leader_trait_destructive_2 = {
	leader_trait_type = negative
	replace_traits = { "leader_trait_destructive" }
	inline_script = {
		script = trait/icon_negative
		ICON = "GFX_leader_trait_destructive"
		COUNCIL = no
		TIER = 2
	}
	inline_script = {
		script = paragon/leader_resource_upkeep
		RESOURCE = alloys
		AMOUNT = 10
	}
	leader_class = { scientist official commander }
	selectable_weight = @tier2_negative_trait_weight
}

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

leader_trait_towel = {
	cost = 0
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_scroll"
		RARITY = common
		COUNCIL = no
		TIER = none
	}
	modifier = {
		science_ship_survey_speed = 0.42
	}
	leader_class = { scientist }
	initial = no
	randomized = no
	ai_weight = 100
}

leader_trait_percussive_maintainer = {
	cost = 0
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_percussive_maintenance"
		RARITY = common
		COUNCIL = yes
		TIER = none
	}
	councilor_modifier = {
		category_computing_research_speed_mult = 0.1
		ship_archaeological_site_excavation_speed_mult = 0.1
		species_leader_exp_gain = -0.1
	}
	leader_class = { scientist }
	initial = no
	randomized = no
	ai_weight = 100
}

leader_trait_guided = {
	cost = 0
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_guided"
		RARITY = common
		COUNCIL = no
		TIER = none
	}

	modifier = {
		science_ship_survey_speed = 0.2
		ship_anomaly_research_speed_mult = 0.1
		ship_anomaly_generation_chance_mult = 0.05
	}

	leader_class = { scientist }
	initial = no
	randomized = no
	ai_weight = 100
}
