leader_trait_paladin = {
	inline_script = {
		script = trait/icon_specialist
		CLASS = commander
		ICON = "GFX_leader_trait_paladin"
		RARITY = paragon
		COUNCIL = no
		TIER = none
	}
	councilor_modifier = {
		ship_damage_reduction_add = 5
	}
	custom_tooltip_with_modifiers = "leader_trait_paladin_effect"
	# triggered resolution effects
	triggered_fleet_modifier = {
		potential = {
			owner = {
				is_active_resolution = resolution_paladin_training_teamwork
			}
		}
		ship_fire_rate_mult = 0.025
		ship_damage_reduction_mult = 0.025
		mult = value:num_paladins_in_system
	}
	triggered_fleet_modifier = {
		potential = {
			owner = {
				is_active_resolution = resolution_paladin_training_defense
			}
		}
		ship_evasion_mult = 0.25
		ship_shield_regen_add_perc = 0.2
	}
	triggered_fleet_modifier = {
		potential = {
			owner = {
				is_active_resolution = resolution_paladin_training_offense
			}
		}
		ship_weapon_damage = 0.3
		ship_weapon_range_mult = 0.25
	}

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

leader_trait_paladin_ace = {
	inline_script = {
		script = trait/icon_specialist
		CLASS = commander
		ICON = "GFX_leader_trait_paladin_ace"
		RARITY = veteran
		COUNCIL = no
		TIER = none
	}
	councilor_modifier = {
		ship_evasion_mult = 0.05
	}
	fleet_modifier = {
		ship_evasion_mult = 0.5
	}
	leader_class = { commander }
	initial = no
	randomized = no
}

leader_trait_paladin_strategist = {
	inline_script = {
		script = trait/icon_specialist
		CLASS = commander
		ICON = "GFX_leader_trait_paladin_strategist"
		RARITY = veteran
		COUNCIL = no
		TIER = none
	}
	custom_tooltip = "leader_trait_paladin_strategist_tt"
	councilor_modifier = {
		ship_weapon_range_mult = 0.05
	}
	#Aura effect, defined in 00_scripted_action_components

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

leader_trait_paladin_ambusher = { #block if no First Contact
	inline_script = {
		script = trait/icon_specialist
		CLASS = commander
		ICON = "GFX_leader_trait_paladin_ambusher"
		RARITY = veteran
		COUNCIL = no
		TIER = none
	}
	councilor_modifier = {
		ship_cloaking_strength_add = 1
	}
	fleet_modifier = {
		ship_cloaking_strength_add = 6
	}
	leader_class = { commander }
	initial = no
	randomized = no
}

leader_trait_paladin_logistician = {
	inline_script = {
		script = trait/icon_specialist
		CLASS = commander
		ICON = "GFX_leader_trait_paladin_logistician"
		RARITY = veteran
		COUNCIL = no
		TIER = none
	}
	custom_tooltip = "leader_trait_paladin_logistician_tt"
	#Aura effect, defined in 00_scripted_action_components
	councilor_modifier = {
		ships_upkeep_mult = -0.05
	}
	leader_class = { commander }
	initial = no
	randomized = no
}

leader_trait_paladin_defender = {
	inline_script = {
		script = trait/icon_specialist
		CLASS = commander
		ICON = "GFX_leader_trait_paladin_defender"
		RARITY = veteran
		COUNCIL = no
		TIER = none
	}
	fleet_modifier = {
		ship_damage_reduction_mult = 0.4
		ship_evasion_mult = -0.2
	}
	councilor_modifier = {
		ship_damage_reduction_mult = 0.05
	}
	leader_class = { commander }
	initial = no
	randomized = no
}

leader_trait_paladin_spearhead = {
	inline_script = {
		script = trait/icon_specialist
		CLASS = commander
		ICON = "GFX_leader_trait_paladin_spearhead"
		RARITY = veteran
		COUNCIL = no
		TIER = none
	}
	councilor_modifier = {
		ship_weapon_damage = 0.05
	}
	fleet_modifier = {
		ship_size_damage_factor = 4
	}
	leader_class = { commander }
	initial = no
	randomized = no
}

leader_trait_paladin_knight = {
	inline_script = {
		script = trait/icon_specialist
		CLASS = commander
		ICON = "GFX_leader_trait_paladin_knight"
		RARITY = veteran
		COUNCIL = no
		TIER = none
	}
	councilor_modifier = {
		ship_weapon_damage = 0.075
	}
	fleet_modifier = {
		ship_size_damage_factor = 5
	}
	leader_class = { commander }
	initial = no
	randomized = no
}

leader_trait_nomadic_revenant = {
	leader_trait_type = destiny
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_nomadic_revenant"
		RARITY = paragon
		COUNCIL = no
		TIER = none
	}
	triggered_self_modifier = {
		custom_tooltip = leader_trait_nomadic_revenant_effect
	}
	triggered_fleet_modifier = {
		potential = {
			NOT = {
				exists = owner
			}
		}
		ship_fire_rate_mult = 0.05
		ship_evasion_mult = 0.05
		ships_upkeep_mult = -0.05
	}
	triggered_fleet_modifier = {
		potential = {
			exists = owner
		}
		ship_fire_rate_mult = 0.05
		ship_evasion_mult = 0.05
		ships_upkeep_mult = -0.05
		mult = owner.revenant_oath
	}
	leader_potential_add = {
		has_nomads_dlc = yes
		has_trait = subclass_commander_admiral
	}
	leader_class = { commander }
	background_icon = "GFX_leader_background_destiny_1"

	initial = no
	randomized = no
}

leader_trait_nomadic_sage = {
	leader_trait_type = destiny
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_nomadic_sage"
		RARITY = paragon
		COUNCIL = yes
		TIER = none
	}
	triggered_self_modifier = {
		custom_tooltip = leader_trait_nomadic_sage_effect
	}
	councilor_modifier = {
		official_initial_skill = 1
		councilor_exp_gain = 0.15
	}
	triggered_councilor_modifier = {
		potential = {
			NOT = {
				exists = owner
			}
		}
		pop_cat_ruler_bonus_workforce_mult = 0.03
	}
	triggered_councilor_modifier = {
		potential = {
			exists = owner
			is_ruler = no
		}
		pop_cat_ruler_bonus_workforce_mult = 0.03
		mult = value:nomadic_sage_ruler_skill_mult
	}
	leader_potential_add = {
		has_nomads_dlc = yes
		has_trait = subclass_official_governor
	}
	leader_class = { official }
	background_icon = "GFX_leader_background_destiny_1"

	initial = no
	randomized = no
}

leader_trait_nomadic_naturalist = {
	leader_trait_type = destiny
	inline_script = {
		script = trait/icon
		CLASS = scientist
		ICON = "GFX_leader_trait_nomadic_naturalist"
		RARITY = paragon
		COUNCIL = yes
		TIER = none
	}
	self_modifier = {
		science_ship_survey_speed = 0.2
	}
	triggered_self_modifier = {
		custom_tooltip = leader_trait_nomadic_naturalist_effect
	}
	councilor_modifier = {
		country_society_tech_research_speed = 0.05
		planet_xeno_zoo_animals_unity_produces_add = 1
		planet_xeno_zoo_animals_society_research_produces_add = 1
	}
	leader_potential_add = {
		has_nomads_dlc = yes
		has_trait = subclass_scientist_councilor
	}
	leader_class = { scientist }
	background_icon = "GFX_leader_background_destiny_1"

	initial = no
	randomized = no
}

leader_trait_nomadic_caregiver = {
	leader_trait_type = destiny
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_nomadic_caregiver"
		RARITY = paragon
		COUNCIL = no
		TIER = none
	}
	triggered_planet_modifier = {
		potential = {
			NOT = {
				exists = owner
			}
		}
		custom_tooltip = leader_trait_nomadic_caregiver_effect
	}
	triggered_planet_modifier = {
		potential = {
			exists = owner
		}
		planet_researchers_produces_mult = 0.03
		mult = value:nomadic_caregiver_contract_mult
		custom_tooltip = leader_trait_nomadic_caregiver_effect
	}
	leader_potential_add = {
		has_nomads_dlc = yes
		has_trait = subclass_official_governor
	}
	leader_class = { official }
	background_icon = "GFX_leader_background_destiny_1"

	initial = no
	randomized = no
}

leader_trait_nomadic_champion = {
	leader_trait_type = destiny
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = "GFX_leader_trait_nomadic_champion"
		RARITY = paragon
		COUNCIL = no
		TIER = none
	}
	fleet_modifier = {
		ship_orbital_bombardment_mult = 0.25
		ship_weapon_damage = 0.25
	}
	army_modifier = {
		army_damage_mult = 0.25
		army_morale_damage_taken_mult = -0.25
	}
	triggered_self_modifier = {
		custom_tooltip = leader_trait_nomadic_champion_effect
	}
	leader_potential_add = {
		has_nomads_dlc = yes
		has_trait = subclass_commander_general
	}
	leader_class = { commander }
	background_icon = "GFX_leader_background_destiny_1"

	initial = no
	randomized = no
}

leader_trait_amnesiac = {
	leader_trait_type = destiny
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_amnesiac"
		RARITY = paragon
		COUNCIL = no
		TIER = none
	}
	triggered_self_modifier = {
		potential = {
			NOT = {
				exists = owner
			}
		}
		custom_tooltip = leader_trait_amnesiac_effect
	}
	triggered_self_modifier = {
		potential = {
			exists = owner
		}
		custom_tooltip = leader_trait_amnesiac_effect
	}
	leader_potential_add = {
		has_nomads_dlc = yes
		has_trait = subclass_official_delegate
	}
	leader_class = { official }
	background_icon = "GFX_leader_background_destiny_1"

	initial = no
	randomized = no
}

leader_trait_nomadic_princess_1 = {
	leader_trait_type = destiny
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_nomadic_princess_1"
		RARITY = paragon
		COUNCIL = yes
		TIER = none
	}
	councilor_modifier = {
		pop_ethic_pacifist_attraction_mult = 0.15
		country_trust_cap_add = 25
	}
	leader_potential_add = {
		has_nomads_dlc = yes
		has_trait = subclass_official_delegate
	}
	leader_class = { official }
	background_icon = "GFX_leader_background_destiny_1"

	initial = no
	randomized = no
}

leader_trait_nomadic_princess_2 = {
	leader_trait_type = destiny
	inline_script = {
		script = trait/icon
		CLASS = official
		ICON = "GFX_leader_trait_nomadic_princess_2"
		RARITY = paragon
		COUNCIL = no
		TIER = none
	}
	triggered_planet_modifier = {
		potential = {
			colony.ship? = { has_ship_flag = nomadic_princess_ship }
		}
		show_if_not_potential = yes
		not_potential_override_text_key = nomadic_princess_not_aboard_ship
		planet_jobs_produces_mult = 0.05
		planet_building_build_speed_mult = 0.2
		custom_tooltip = leader_trait_nomadic_princess_effect
	}
	leader_potential_add = {
		has_nomads_dlc = yes
		has_trait = subclass_official_delegate
	}
	leader_class = { official }
	background_icon = "GFX_leader_background_destiny_1"

	initial = no
	randomized = no
}

leader_trait_circuit_champion = {
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = "GFX_leader_trait_circuit_champion"
		RARITY = veteran
		COUNCIL = no
		TIER = none
	}

	inline_script = {
		script = paragon/leader_resource_produces
		RESOURCE = unity
		AMOUNT = 50
	}

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

	fleet_modifier = {
		ship_interstellar_speed_mult = 3
		ship_windup_mult = -1
		ship_speed_mult = 0.1
		ship_evasion_add = 10
	}

	leader_class = { commander }

	initial = no
	randomized = no
}

leader_trait_plunderer = {
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = GFX_leader_trait_plunderer
		RARITY = veteran
		COUNCIL = no
		TIER = 1
	}
	forbidden_ethics = { ethic_xenophile ethic_fanatic_xenophile ethic_pacifist ethic_fanatic_pacifist }
	fleet_modifier = {
		ship_speed_mult = 0.1
		ship_evasion_mult = 0.1
		ships_alloys_upkeep_mult = -0.1
	}
	# Effect in paragon_2.1005 event.
	leader_potential_add = {
		OR = {
			has_paragon_dlc = no
			has_trait = subclass_commander_admiral
			has_trait = subclass_commander_general
		}
	}
	leader_class = { commander }
	custom_tooltip_with_modifiers = leader_trait_plunderer_effects
	initial = no
	randomized = no
}

leader_trait_plunderer_2 = {
	replace_traits = { leader_trait_plunderer }
	leader_trait_type = veteran
	inline_script = {
		script = trait/icon
		CLASS = commander
		ICON = GFX_leader_trait_plunderer
		RARITY = veteran
		COUNCIL = no
		TIER = 2
	}
	fleet_modifier = {
		ship_speed_mult = 0.2
		ship_evasion_mult = 0.2
		ships_alloys_upkeep_mult = -0.2
	}
	# Effect in paragon_2.1005 event.
	leader_class = { commander }
	custom_tooltip_with_modifiers = leader_trait_plunderer_2_effects
	selectable_weight = {
		weight = @subclass_trait_weight
		inline_script = paragon/pilot_weight_mult
	}
	initial = no
}
