# ----------------------------------------
# Overlord Specialist Empire Leader Traits
# ----------------------------------------

leader_trait_bulwark_watcher = {
	cost = 0
	inline_script = {
		script = trait/icon_specialist
		CLASS = commander
		ICON = "GFX_leader_trait_bulwark_watcher"
		RARITY = common
		COUNCIL = no
		TIER = none
	}
	fleet_modifier = {
		ship_friendly_territory_evasion_mult = 0.15
		ship_friendly_territory_tracking_mult = 0.15
		ship_sensor_range_add = 1
	}
	planet_modifier = {
		planet_soldiers_unity_produces_add = 1.5
	}
	sector_modifier = {
		planet_soldiers_unity_produces_add = 0.5
	}
	leader_class = { commander }
	initial = no
	randomized = no
}

leader_trait_bulwark_retaliator = {
	cost = 0
	inline_script = {
		script = trait/icon_specialist
		CLASS = commander
		ICON = "GFX_leader_trait_bulwark_retaliator"
		RARITY = common
		COUNCIL = no
		TIER = none
	}
	fleet_modifier = {
		ship_friendly_territory_fire_rate_mult = 0.3
	}
	army_modifier = {
		army_morale_damage_mult = 0.3
		army_morale = 0.3
		army_collateral_damage_mult = -0.3
	}
	leader_class = { commander }
	initial = no
	randomized = no
}

leader_trait_bulwark_sentinel = {
	cost = 0
	inline_script = {
		script = trait/icon_specialist
		CLASS = commander
		ICON = "GFX_leader_trait_bulwark_sentinel"
		RARITY = common
		COUNCIL = no
		TIER = none
	}
	fleet_modifier = {
		ship_friendly_territory_shield_mult = 0.25
	}
	councilor_modifier = {
		ship_shield_add = 50
		ship_shield_regen_mult = 0.25
	}

	leader_class = { commander }
	initial = no
	randomized = no
}

leader_trait_scholarium_investigator = {
	cost = 0
	inline_script = {
		script = trait/icon_specialist
		CLASS = scientist
		ICON = "GFX_leader_trait_scholarium_investigator"
		RARITY = common
		COUNCIL = no
		TIER = none
	}
	planet_modifier = {
		planet_jobs_physics_research_produces_mult = 0.2
		planet_jobs_society_research_produces_mult = 0.2
		planet_jobs_engineering_research_produces_mult = 0.2
	}
	sector_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
	}
	leader_class = { scientist }
	initial = no
	randomized = no
}

leader_trait_scholarium_explorer = {
	cost = 0
	inline_script = {
		script = trait/icon_specialist
		CLASS = scientist
		ICON = "GFX_leader_trait_scholarium_explorer"
		RARITY = common
		COUNCIL = no
		TIER = none
	}
	modifier = {
		science_ship_survey_speed = 0.25
	}
	councilor_modifier = {
		all_technology_research_speed = 0.05
	}

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

leader_trait_scholarium_observer = {
	cost = 0
	inline_script = {
		script = trait/icon_specialist
		CLASS = scientist
		ICON = "GFX_leader_trait_scholarium_observer"
		RARITY = common
		COUNCIL = no
		TIER = none
	}
	modifier = {
		ship_anomaly_research_speed_mult = 0.3
		ship_anomaly_generation_chance_mult = 0.1
	}
	planet_modifier = {
		planet_researchers_produces_mult = 0.1
	}
	sector_modifier = {
		planet_researchers_produces_mult = 0.05
	}

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

leader_trait_prospectorium_extractor = {
	cost = 0
	inline_script = {
		script = trait/icon_specialist
		CLASS = official
		ICON = "GFX_leader_trait_prospectorium_extractor"
		RARITY = common
		COUNCIL = no
		TIER = none
	}
	planet_modifier = {
		planet_jobs_energy_produces_mult = 0.3
		planet_jobs_minerals_produces_mult = 0.3
		planet_jobs_alloys_produces_mult = 0.15
	}
	sector_modifier = {
		planet_jobs_energy_produces_mult = 0.15
		planet_jobs_minerals_produces_mult = 0.15
		planet_jobs_alloys_produces_mult = 0.075
	}
	leader_class = { official }
	initial = no
	randomized = no
}

leader_trait_prospectorium_optimizer = {
	cost = 0
	inline_script = {
		script = trait/icon_specialist
		CLASS = official
		ICON = "GFX_leader_trait_prospectorium_optimizer"
		RARITY = common
		COUNCIL = no
		TIER = none
	}
	councilor_modifier = {
		planet_jobs_upkeep_mult = -0.05
	}
	planet_modifier = {
		planet_jobs_upkeep_mult = -0.1
	}
	sector_modifier = {
		planet_jobs_upkeep_mult = -0.05
	}
	leader_class = { official }
	initial = no
	randomized = no
}

leader_trait_prospectorium_refiner = {
	cost = 0
	inline_script = {
		script = trait/icon_specialist
		CLASS = official
		ICON = "GFX_leader_trait_prospectorium_refiner"
		RARITY = common
		COUNCIL = no
		TIER = none
	}
	planet_modifier = {
		planet_jobs_volatile_motes_produces_mult = 0.25
		planet_jobs_exotic_gases_produces_mult = 0.25
		planet_jobs_rare_crystals_produces_mult = 0.25
	}
	sector_modifier = {
		planet_jobs_volatile_motes_produces_mult = 0.125
		planet_jobs_exotic_gases_produces_mult = 0.125
		planet_jobs_rare_crystals_produces_mult = 0.125
	}
	leader_class = { official }
	initial = no
	randomized = no
}

# Shroud Tunnel - Mind Wipe Traits #

#Non-Gestalt Traits

leader_trait_admiral_mind_wipe_01 = {
	cost = 0
	inline_script = {
		script = trait/icon_psionic
		CLASS = commander
		ICON = "GFX_leader_trait_mind_wipe"
		RARITY = common
		COUNCIL = no
		TIER = none
	}
	fleet_modifier = {
		ship_evasion_mult = 0.2
		ship_tracking_mult = 0.2
		ships_upkeep_mult = 0.2
	}

	leader_class = { commander }
	initial = no
	randomized = no
}

leader_trait_admiral_mind_wipe_02 = {
	cost = 0
	inline_script = {
		script = trait/icon_psionic
		CLASS = commander
		ICON = "GFX_leader_trait_mind_wipe"
		RARITY = common
		COUNCIL = no
		TIER = none
	}
	fleet_modifier = {
		ship_fire_rate_mult = 0.1
		ship_weapon_range_mult = 0.1
		ships_upkeep_mult = 0.1
	}

	leader_class = { commander }
	initial = no
	randomized = no
}

leader_trait_general_mind_wipe_01 = {
	cost = 0
	inline_script = {
		script = trait/icon_psionic
		CLASS = commander
		ICON = "GFX_leader_trait_mind_wipe"
		RARITY = common
		COUNCIL = no
		TIER = none
	}
	army_modifier = {
		army_damage_mult = 0.25
		army_collateral_damage_mult = 0.1
		army_morale = -0.1
	}

	leader_class = { commander }
	initial = no
	randomized = no
}

leader_trait_general_mind_wipe_02 = {
	cost = 0
	inline_script = {
		script = trait/icon_psionic
		CLASS = commander
		ICON = "GFX_leader_trait_mind_wipe"
		RARITY = common
		COUNCIL = no
		TIER = none
	}
	army_modifier = {
		army_disengage_chance_mult = 0.20
		army_morale = 0.1
		armies_upkeep_mult = 0.15
	}

	leader_class = { commander }
	initial = no
	randomized = no
}

leader_trait_scientist_mind_wipe_01 = {
	cost = 0
	inline_script = {
		script = trait/icon_psionic
		CLASS = scientist
		ICON = "GFX_leader_trait_mind_wipe"
		RARITY = common
		COUNCIL = yes
		TIER = none
	}
	councilor_modifier = {
		all_technology_research_speed = 0.10
		category_psionics_research_speed_mult = 0.25
	}

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

leader_trait_scientist_mind_wipe_02 = {
	cost = 0
	inline_script = {
		script = trait/icon_psionic
		CLASS = scientist
		ICON = "GFX_leader_trait_mind_wipe"
		RARITY = common
		COUNCIL = no
		TIER = none
	}
	modifier = {
		ship_archaeological_site_excavation_speed_mult = 0.2
		ship_archaeological_site_clues_add = 1
	}

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

leader_trait_ruler_mind_wipe_01 = {
	cost = 0
	inline_script = {
		script = trait/icon_psionic
		CLASS = leader
		ICON = "GFX_leader_trait_mind_wipe"
		RARITY = common
		COUNCIL = yes
		TIER = none
	}
	councilor_modifier = {
		planet_structures_cost_mult = -0.15
		empire_size_mult = 0.1
	}

	leader_class = { commander official scientist }
	initial = no
	randomized = no
}

leader_trait_ruler_mind_wipe_02 = {
	cost = 0
	inline_script = {
		script = trait/icon_psionic
		CLASS = leader
		ICON = "GFX_leader_trait_mind_wipe"
		RARITY = common
		COUNCIL = yes
		TIER = none
	}
	councilor_modifier = {
		ship_weapon_damage = 0.15
		army_damage_mult = 0.15
		empire_size_mult = 0.1
	}

	leader_class = { commander official scientist }
	initial = no
	randomized = no
}

#Gestalt Traits

gestalt_trait_commander_mind_wipe_01 = {
	cost = 0
	inline_script = {
		script = trait/icon_psionic
		CLASS = commander
		ICON = "GFX_leader_trait_mind_wipe"
		RARITY = common
		COUNCIL = no
		TIER = none
	}
	fleet_modifier = {
		ship_evasion_mult = 0.2
		ship_tracking_mult = 0.2
		ships_upkeep_mult = 0.2
	}

	leader_class = { commander }
	initial = no
	randomized = no
}

gestalt_trait_commander_mind_wipe_02 = {
	cost = 0
	inline_script = {
		script = trait/icon_psionic
		CLASS = commander
		ICON = "GFX_leader_trait_mind_wipe"
		RARITY = common
		COUNCIL = no
		TIER = none
	}
	fleet_modifier = {
		ship_fire_rate_mult = 0.1
		ship_weapon_range_mult = 0.1
		ships_upkeep_mult = 0.1
	}

	leader_class = { commander }
	initial = no
	randomized = no
}

gestalt_trait_general_mind_wipe_01 = {
	cost = 0
	inline_script = {
		script = trait/icon_psionic
		CLASS = commander
		ICON = "GFX_leader_trait_mind_wipe"
		RARITY = common
		COUNCIL = no
		TIER = none
	}
	army_modifier = {
		army_damage_mult = 0.25
		army_collateral_damage_mult = 0.1
		army_morale = -0.1
	}

	leader_class = { commander }
	initial = no
	randomized = no
}

gestalt_trait_general_mind_wipe_02 = {
	cost = 0
	inline_script = {
		script = trait/icon_psionic
		CLASS = commander
		ICON = "GFX_leader_trait_mind_wipe"
		RARITY = common
		COUNCIL = no
		TIER = none
	}
	army_modifier = {
		army_disengage_chance_mult = 0.20
		army_morale = 0.1
		armies_upkeep_mult = 0.15
	}

	leader_class = { commander }
	initial = no
	randomized = no
}

# gestalt_trait_scientist_mind_wipe_01 = {
# 	cost = 0
# 	inline_script = {
# 		script = trait/icon_psionic
# 		CLASS = scientist
# 		ICON = "GFX_leader_trait_mind_wipe"
# 		RARITY = common
# 		COUNCIL = no
# 		TIER = none
# 	}
# 	modifier = {
# 		all_technology_research_speed = 0.10
# 		category_psionics_research_speed_mult = 0.25
# 		science_ship_survey_speed = -0.2
# 	}

# 	leader_class = { scientist }
# 	initial = no
# 	randomized = no
# }

gestalt_trait_scientist_mind_wipe_02 = {
	cost = 0
	inline_script = {
		script = trait/icon_psionic
		CLASS = scientist
		ICON = "GFX_leader_trait_mind_wipe"
		RARITY = common
		COUNCIL = no
		TIER = none
	}
	modifier = {
		science_ship_survey_speed = -0.25
		ship_archaeological_site_excavation_speed_mult = 0.2
		ship_archaeological_site_clues_add = 1
	}

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

gestalt_trait_ruler_mind_wipe_01 = {
	cost = 0
	inline_script = {
		script = trait/icon_psionic
		CLASS = leader
		ICON = "GFX_leader_trait_mind_wipe"
		RARITY = common
		COUNCIL = yes
		TIER = none
	}
	councilor_modifier = {
		planet_structures_cost_mult = -0.15
		empire_size_mult = 0.1
	}

	leader_class = { commander official scientist }
	initial = no
	randomized = no
}

gestalt_trait_ruler_mind_wipe_02 = {
	cost = 0
	inline_script = {
		script = trait/icon_psionic
		CLASS = leader
		ICON = "GFX_leader_trait_mind_wipe"
		RARITY = common
		COUNCIL = yes
		TIER = none
	}
	councilor_modifier = {
		ship_weapon_damage = 0.15
		army_damage_mult = 0.15
		empire_size_mult = 0.1
	}

	leader_class = { commander official scientist }
	initial = no
	randomized = no
}
