#leader traits
aspmod_leader_trait_iterator = {
	inline_script = {
		script = trait/icon_machine
		CLASS = official
		ICON = "GFX_leader_trait_restore_point"
		RARITY = veteran
		COUNCIL = no
		TIER = 3
	}
	leader_trait_type = veteran
	modifier = {
		planet_researchers_produces_mult = 0.3
	}
	leader_class = { official }
	selectable_weight = 0
	initial = no
	randomized = no
}

# RC6: Red Ocean is a real custom wet planet class. The normal ocean preference
# has no implicit modifier for custom class keys, so provide an explicit preference
# and a BioGenesis auto-habitability specialization without overriding vanilla traits.
trait_pc_asp_ocean_red_preference = {
	icon = "gfx/interface/icons/traits/trait_pc_ocean_preference.dds"
	allowed_archetypes = { BIOLOGICAL PRESAPIENT LITHOID }
	sorting_priority = 30
	species_potential_add = {
		can_change_habitability_preference = yes
	}
	species_possible_merge_remove = {
		NOT = { has_trait = trait_aquatic }
	}
	modifier = {
		pc_asp_ocean_red_habitability = 0.80
		pc_ocean_habitability = 0.60
		pc_continental_habitability = 0.60
		pc_tropical_habitability = 0.60

		pc_desert_habitability = 0.20
		pc_arid_habitability = 0.20
		pc_savannah_habitability = 0.20
		pc_tundra_habitability = 0.20
		pc_arctic_habitability = 0.20
		pc_alpine_habitability = 0.20
	}
	ai_weight = { weight = 0 }
}

trait_auto_pc_asp_ocean_red_preference = {
	bound_to_planet_classes = {
		pc_asp_ocean_red
	}
	icon = "gfx/interface/icons/traits/trait_pc_ocean_preference.dds"
	allowed_archetypes = { BIOLOGICAL PRESAPIENT LITHOID }
	sorting_priority = 30
	initial = no
	randomized = no
	hidden = yes
	species_potential_add = {
		has_trait = trait_auto_hab_preference
	}
	custom_tooltip = trait_auto_wet_preference_tt
	ai_weight = { weight = 0 }
	modifier = {
		# Generic auto preference supplies 0.50 to vanilla classes but has no
		# custom Red Ocean key, so give the custom class the full wet value.
		pc_asp_ocean_red_habitability = 0.80

		pc_tropical_habitability = @auto_bonus
		pc_continental_habitability = @auto_bonus
		pc_ocean_habitability = @auto_bonus

		pc_desert_habitability = @auto_penalty
		pc_arid_habitability = @auto_penalty
		pc_savannah_habitability = @auto_penalty
		pc_tundra_habitability = @auto_penalty
		pc_arctic_habitability = @auto_penalty
		pc_alpine_habitability = @auto_penalty
		pc_nuked_habitability = @auto_penalty
		pc_volcanic_habitability = @auto_penalty
	}
}
