leader_trait_principled = {
	starting_ruler_trait = yes
	forbidden_origins = { origin_legendary_leader origin_treasure_hunters }
	cost = 1
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_principled"
		RARITY = common
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		planet_stability_add = 1.5
		country_unity_produces_mult  = 0.015
	}
	triggered_federation_modifier = {
		potential = { is_ruler = no 
					  is_gestalt = no }
		cohesion_add = 0.25
		federation_experience_add = 0.25
	}
	triggered_galcom_modifier= {
		potential = { is_ruler = no 
					  is_gestalt = no }
		diplo_weight_pops_mult = 0.025
		diplo_weight_economy_mult = 0.025
	}
	leader_potential_add = {
		OR = {
			is_gestalt = no
			AND = {
				is_gestalt = yes
				is_councilor = yes
			}
		}
	}
	leader_class = { official }
	selectable_weight = {
		weight = @class_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_principled_2 = {
	replace_traits = { "leader_trait_principled" }
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_principled"
		RARITY = common
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		planet_stability_add = 3
		country_unity_produces_mult  = 0.03
	}
	triggered_federation_modifier = {
		potential = { is_ruler = no 
					  is_gestalt = no }
		cohesion_add = 0.5
		federation_experience_add = 0.5
	}
	triggered_galcom_modifier= {
		potential = { is_ruler = no 
					  is_gestalt = no }
		diplo_weight_pops_mult = 0.05
		diplo_weight_economy_mult = 0.05
	}
	leader_class = { official }
}

leader_trait_fleet_organizer = {
	starting_ruler_trait = yes
	forbidden_origins = { origin_legendary_leader origin_treasure_hunters }
	cost = 1
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = GFX_leader_trait_fleet_organizer
		RARITY = common
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		country_naval_cap_mult = 0.05
		country_naval_cap_add = 5
	}
	leader_class = { commander }
	leader_potential_add = {
		OR = {
			is_gestalt = no
			AND = {
				is_gestalt = yes
				is_councilor = yes
			}
		}
	}
	opposites = {
		leader_trait_nervous
		leader_trait_nervous_2
	}
	selectable_weight = {
		weight = @class_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_fleet_organizer_2 = {
	replace_traits = { "leader_trait_fleet_organizer" }
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = GFX_leader_trait_fleet_organizer
		RARITY = common
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		country_naval_cap_mult = 0.1
		country_naval_cap_add = 10
	}
	leader_class = { commander }
	opposites = {
		leader_trait_nervous
		leader_trait_nervous_2
	}
}

leader_trait_spycraft = {
	starting_ruler_trait = yes
	forbidden_origins = { origin_legendary_leader origin_treasure_hunters }
	cost = 1
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_spycraft"
		RARITY = common
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		spy_network_daily_value_mult = 0.15
		operations_cost_mult = -0.05
		espionage_operation_skill_add = 1
	}
	triggered_galcom_modifier= {
		potential = { 	is_ruler = no 
						is_gestalt = no }
		diplo_weight_technology_mult = 0.05
	}
	triggered_federation_modifier = {
		potential = { 	is_ruler = no 
						is_gestalt = no }
		federation_naval_cap_contribution_mult = 0.05
		federation_fleet_cap_add = 10
	}
	leader_potential_add = {
		OR = {
			is_gestalt = no
			AND = {
				is_gestalt = yes
				is_councilor = yes
			}
		}
	}
	leader_class = { official }
	selectable_weight = {
		weight = @class_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

leader_trait_spycraft_2 = {
	replace_traits = { "leader_trait_spycraft" }
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_spycraft"
		RARITY = common
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		spy_network_daily_value_mult = 0.3
		operations_cost_mult = -0.1
		espionage_operation_skill_add = 2
	}
	triggered_galcom_modifier= {
		potential = { 	is_ruler = no 
						is_gestalt = no }
		diplo_weight_technology_mult = 0.1
	}
	triggered_federation_modifier = {
		potential = { 	is_ruler = no 
						is_gestalt = no }
		federation_naval_cap_contribution_mult = 0.1
		federation_fleet_cap_add = 20
	}
	leader_class = { official }
}

leader_trait_spark_of_genius = {
	starting_ruler_trait = yes
	forbidden_origins = { origin_legendary_leader origin_treasure_hunters }
	cost = 1
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_spark_of_genius"
		RARITY = common
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		all_technology_research_speed = 0.03
		# increased chance to discover rare techs (weighted in tech-script)
	}
	leader_class = { scientist }
	leader_potential_add = {
		OR = {
			is_gestalt = no
			AND = {
				is_gestalt = yes
				is_councilor = yes
			}
		}
	}
	opposites = {
		leader_trait_paranoid
		leader_trait_paranoid_2
	}
	selectable_weight = {
		weight = @class_trait_weight
		inline_script = paragon/council_weight_mult
	}
	ai_weight = 200
}

leader_trait_spark_of_genius_2 = {
	replace_traits = { "leader_trait_spark_of_genius" }
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_spark_of_genius"
		RARITY = common
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		all_technology_research_speed = 0.06
		# increased chance to discover rare techs (weighted in tech-script)
	}
	leader_class = { scientist }
	opposites = {
		leader_trait_paranoid
		leader_trait_paranoid_2
	}
	ai_weight = 200
}

###################
trait_ruler_industrialist = {
	starting_ruler_trait = yes
	forbidden_origins = { origin_legendary_leader origin_treasure_hunters }
	cost = 1
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_industrialist"
		RARITY = common
		COUNCIL = yes
		TIER = 1
	}
	triggered_councilor_modifier = {
		potential = {
			trait_is_nomad_check = no
		}
		planet_jobs_minerals_produces_mult = 0.05
		category_industry_research_speed_mult = 0.05
		category_industry_draw_chance_mult = 0.1
	}
	triggered_councilor_modifier = {
		potential = {
			trait_is_nomad_check = yes
		}
		arkship_harvest_resources_produces_mult = 0.05
	}
	triggered_galcom_modifier= {
		potential = { 	is_ruler = no
						is_gestalt = no
						leader_class = official }
		diplo_weight_economy_mult = 0.05
	}
	triggered_federation_modifier = {
		potential = { 	is_ruler = no
						is_gestalt = no
						leader_class = official }
		cohesion_add = 0.5
	}
	leader_potential_add = {
		OR = {
			is_gestalt = no
			AND = {
				is_gestalt = yes
				is_councilor = yes
			}
		}
	}
	leader_class = { official scientist }
	selectable_weight = {
		weight = @shared_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

trait_ruler_industrialist_2 = {
	replace_traits = { "trait_ruler_industrialist" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_industrialist"
		RARITY = common
		COUNCIL = yes
		TIER = 2
	}
	triggered_councilor_modifier = {
		potential = {
			trait_is_nomad_check = no
		}
		planet_jobs_minerals_produces_mult = 0.1
		category_industry_research_speed_mult = 0.1
		category_industry_draw_chance_mult = 0.2
	}
	triggered_councilor_modifier = {
		potential = {
			trait_is_nomad_check = yes
		}
		arkship_harvest_resources_produces_mult = 0.1
	}
	triggered_galcom_modifier= {
		potential = { 	is_ruler = no
						is_gestalt = no
						leader_class = official }
		diplo_weight_economy_mult = 0.1
	}
	triggered_federation_modifier = {
		potential = { 	is_ruler = no
						is_gestalt = no
						leader_class = official }
		cohesion_add = 1
	}
	leader_class = { official scientist }
}

trait_ruler_warlike = {
	starting_ruler_trait = yes
	forbidden_origins = { origin_legendary_leader origin_treasure_hunters }
	cost = 1
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_warlike"
		RARITY = common
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		ship_weapon_damage = 0.05
		army_damage_mult = 0.1
	}
	leader_potential_add = {
		OR = {
			is_gestalt = no
			AND = {
				is_gestalt = yes
				is_councilor = yes
			}
		}
	}
	leader_class = { commander }
	selectable_weight = {
		weight = @class_trait_weight
		inline_script = paragon/council_weight_mult
	}
}

trait_ruler_warlike_2 = {
	replace_traits = { "trait_ruler_warlike" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_warlike"
		RARITY = common
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		ship_weapon_damage = 0.1
		army_damage_mult = 0.2
	}
	leader_class = { commander }
}

trait_ruler_charismatic = {
	starting_ruler_trait = yes
	forbidden_origins = { origin_legendary_leader origin_treasure_hunters }
	cost = 1
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_charismatic"
		RARITY = common
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		edicts_upkeep_mult = -0.05
		country_edict_fund_add = 15
	}
	triggered_federation_modifier = {
		potential = { 	is_ruler = no
						is_gestalt = no
						leader_class = official }
		federation_join_malus_mult = -0.05
		cohesion_ethics_penalty_mult = -0.05
	}
	triggered_galcom_modifier= {
		potential = { 	is_ruler = no
						is_gestalt = no
						leader_class = official }
		diplo_weight_pops_mult = 0.05 
	}
	leader_potential_add = {
		OR = {
			is_gestalt = no
			AND = {
				is_gestalt = yes
				is_councilor = yes
			}
		}
	}
	leader_class = { scientist official commander }
	selectable_weight = {
		weight = @shared_trait_weight
		inline_script = "paragon/council_weight_mult"
	}
}

trait_ruler_charismatic_2 = {
	replace_traits = { "trait_ruler_charismatic" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_charismatic"
		RARITY = common
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		edicts_upkeep_mult = -0.1
		country_edict_fund_add = 30
	}
	triggered_federation_modifier = {
		potential = { 	is_ruler = no
						is_gestalt = no
						leader_class = official }
		federation_join_malus_mult = -0.1
		cohesion_ethics_penalty_mult = -0.1
	}
	triggered_galcom_modifier= {
		potential = { 	is_ruler = no
						is_gestalt = no
						leader_class = official }
		diplo_weight_pops_mult = 0.1
	}
	leader_class = { scientist official commander }
}

###################
trait_ruler_feedback_loop = {
	starting_ruler_trait = yes
	forbidden_origins = { origin_legendary_leader origin_treasure_hunters }
	allowed_ethics = { ethic_gestalt_consciousness }
	cost = 1
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_magnifying_glass"
		RARITY = common
		COUNCIL = yes
		TIER = 1
	}
	councilor_modifier = {
		planet_stability_add = 1.5
		planet_amenities_no_happiness_add = 150
		planet_pops_upkeep_mult = -0.015
	}
	leader_potential_add = {
		is_gestalt = yes
		is_councilor = yes
	}
	leader_class = { scientist official commander }
	opposites = {
		leader_trait_tyrannical
		leader_trait_tyrannical_2
	}
	selectable_weight = {
		weight = @shared_trait_weight
		inline_script = "paragon/council_weight_mult"
	}
}

trait_ruler_feedback_loop_2 = {
	replace_traits = { "trait_ruler_feedback_loop" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_magnifying_glass"
		RARITY = common
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		planet_stability_add = 3
		planet_amenities_no_happiness_add = 300
		planet_pops_upkeep_mult = -0.03
	}
	leader_class = { scientist official commander }
	opposites = {
		leader_trait_tyrannical
		leader_trait_tyrannical_2
	}
}

trait_ruler_logistic_understanding = {
	starting_ruler_trait = yes
	forbidden_origins = { origin_legendary_leader origin_treasure_hunters }
	cost = 1
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_logistic_understanding"
		RARITY = common
		COUNCIL = yes
		TIER = 1
	}
	triggered_councilor_modifier = {
		potential = { trait_is_nomad_check = no }
		command_limit_add = 5
		ship_orbit_upkeep_mult = -0.05
		armies_upkeep_mult = -0.1
	}
	triggered_councilor_modifier = {
		potential = { trait_is_nomad_check = yes }
		ships_upkeep_mult = -0.025
		command_limit_add = 5
		ship_repair_hull_mult = 0.05
		ship_repair_armor_mult = 0.05
	}
	triggered_federation_modifier = {
		potential = { 	is_ruler = no
						is_gestalt = no
						leader_class = official }
		federation_naval_cap_contribution_mult = 0.05
		federation_fleet_cap_add = 10
	}
	triggered_galcom_modifier= {
		potential = { 	is_ruler = no
						is_gestalt = no
						leader_class = official }
		diplo_weight_naval_mult = 0.05
	}
	leader_potential_add = {
		OR = {
			is_gestalt = no
			AND = {
				is_gestalt = yes
				is_councilor = yes
			}
		}
	}
	leader_class = { commander scientist official }
	selectable_weight = {
		weight = @shared_trait_weight
		inline_script = "paragon/council_weight_mult"
	}
}

trait_ruler_logistic_understanding_2 = {
	replace_traits = { "trait_ruler_logistic_understanding" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_logistic_understanding"
		RARITY = common
		COUNCIL = yes
		TIER = 2
	}
	triggered_councilor_modifier = {
		potential = { trait_is_nomad_check = no }
		command_limit_add = 10
		ship_orbit_upkeep_mult = -0.1
		armies_upkeep_mult = -0.2
	}
	triggered_councilor_modifier = {
		potential = { trait_is_nomad_check = yes }
		ships_upkeep_mult = -0.05
		command_limit_add = 10
		ship_repair_hull_mult = 0.1
		ship_repair_armor_mult = 0.1
	}
	triggered_federation_modifier = {
		potential = { 	is_ruler = no
						is_gestalt = no
						leader_class = official }
		federation_naval_cap_contribution_mult = 0.1
		federation_fleet_cap_add = 20
	}
	triggered_galcom_modifier= {
		potential = { 	is_ruler = no
						is_gestalt = no
						leader_class = official }
		diplo_weight_naval_mult = 0.1
	}
	leader_class = { commander scientist official }
}

trait_ruler_eye_for_talent = {
	starting_ruler_trait = yes
	forbidden_origins = { origin_legendary_leader origin_treasure_hunters }
	cost = 1
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_eye_for_talent"
		RARITY = common
		COUNCIL = yes
		TIER = 1
	}
	triggered_self_modifier = {
		potential = {
			has_paragon_dlc = yes
		}
		councilor_exp_gain = 0.05
	}
	councilor_modifier = {
		species_leader_exp_gain = 0.05
		leaders_cost_mult = -0.05
	}
	triggered_federation_modifier = {
		potential = { 	is_ruler = no
						is_gestalt = no
						leader_class = official }
		federation_experience_add = 0.5
	}
	triggered_galcom_modifier= {
		potential = { 	is_ruler = no
						is_gestalt = no
						leader_class = official }
		diplo_weight_delegate_mult = 0.01
	}
	leader_potential_add = {
		OR = {
			is_gestalt = no
			AND = {
				is_gestalt = yes
				is_councilor = yes
			}
		}
	}
	leader_class = { scientist official commander }
	selectable_weight = {
		weight = @shared_trait_weight
		inline_script = "paragon/council_weight_mult"
	}
}

trait_ruler_eye_for_talent_2 = {
	replace_traits = { "trait_ruler_eye_for_talent" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_eye_for_talent"
		RARITY = common
		COUNCIL = yes
		TIER = 2
	}
	triggered_self_modifier = {
		potential = {
			has_paragon_dlc = yes
		}
		councilor_exp_gain = 0.1
	}
	councilor_modifier = {
		species_leader_exp_gain = 0.10
		leaders_cost_mult = -0.1
	}
	triggered_federation_modifier = {
		potential = { 	is_ruler = no
						is_gestalt = no
						leader_class = official }
		federation_experience_add = 1
	}
	triggered_galcom_modifier= {
		potential = { 	is_ruler = no
						is_gestalt = no
						leader_class = official }
		diplo_weight_delegate_mult = 0.02
	}
	leader_class = { scientist official commander }
}
