# IF YOU MODIFY NEW ENTRIES HERE THEN DON'T FORGET TO UPDATE concept_academy_finisher_traits
###################
# Official Traits #
###################

leader_trait_army_veteran_2_est = {
	replace_traits = { "leader_trait_army_veteran" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = GFX_leader_trait_army_veteran
		RARITY = common
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		planet_army_build_speed_mult = 0.30
		armies_cost_mult = -0.20
		army_defense_damage_mult = 0.30
	}
	leader_potential_add = {
		FROM = {
			has_active_tradition = tr_est_academy_finish
		}
	}
	leader_class = { official }
	opposites = {
		"leader_trait_retired_fleet_officer"
		"leader_trait_retired_fleet_officer_2_est"
	}
}

leader_trait_retired_fleet_officer_2_est = {
	replace_traits = { "leader_trait_retired_fleet_officer" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = GFX_leader_trait_retired_fleet_officer
		RARITY = common
		COUNCIL = yes
		TIER = 2
	}
	councilor_modifier = {
		starbase_shipyard_build_speed_mult = 0.25
		ship_starting_experience_add = 250
	}
	leader_potential_add = {
		FROM = {
			has_active_tradition = tr_est_academy_finish
		}
	}
	leader_class = { official }
	opposites = {
		"leader_trait_army_veteran"
		"leader_trait_army_veteran_2_est"
	}
}

leader_trait_architectural_interest_3_est = {
	replace_traits = { "leader_trait_architectural_interest" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = GFX_leader_trait_architectural_interest
		RARITY = common
		COUNCIL = no
		TIER = 3
	}
	planet_modifier = {
		planet_structures_upkeep_mult = -0.25
		planet_building_build_speed_mult = 0.25
	}
	sector_modifier = {
		planet_structures_upkeep_mult = -0.125
		planet_building_build_speed_mult = 0.125
	}
	leader_potential_add = {
		FROM = {
			has_active_tradition = tr_est_academy_finish
		}
	}
	leader_class = { official scientist }
}

leader_trait_agrarian_upbringing_3_est = {
	replace_traits = { "leader_trait_agrarian_upbringing" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = GFX_leader_trait_agrarian_upbringing
		RARITY = common
		COUNCIL = no
		TIER = 3
	}
	planet_modifier = {
		planet_jobs_food_produces_mult = 0.25
	}
	sector_modifier = {
		planet_jobs_food_produces_mult = 0.125
	}
	leader_potential_add = {
		FROM = {
			has_active_tradition = tr_est_academy_finish
		}
	}
	leader_class = { official }
}

# Sartek says: deactivated due to balance in 4.3
# leader_trait_intellectual_2_est = {
# 	replace_traits = { "leader_trait_intellectual" }
# 	inline_script = {
# 		script = trait/icon
# 		CLASS = official
# 		ICON = GFX_leader_trait_intellectual
# 		RARITY = common
# 		COUNCIL = no
# 		TIER = 2
# 	}
# 	modifier = {
# 		planet_jobs_engineering_research_produces_mult = 0.20
# 		planet_jobs_physics_research_produces_mult = 0.20
# 		planet_jobs_society_research_produces_mult = 0.20
# 	}
# 	leader_potential_add = {
# 		FROM = {
# 			has_active_tradition = tr_est_academy_finish
# 		}
# 		has_paragon_dlc = no
# 	}
# 	leader_class = { official }
# }

leader_trait_environmental_engineer_2_est = {
	replace_traits = { "leader_trait_environmental_engineer" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = GFX_leader_trait_environmental_engineer
		RARITY = common
		COUNCIL = no
		TIER = 2
	}
	planet_modifier = {
		deposit_blockers_cost_mult = -0.4
		planet_clear_blocker_speed_mult = 0.4
	}
	sector_modifier = {
		deposit_blockers_cost_mult = -0.2
		planet_clear_blocker_speed_mult = 0.2
	}
	leader_potential_add = {
		FROM = {
			has_active_tradition = tr_est_academy_finish
		}
	}
	leader_class = { official scientist }
}

leader_trait_righteous_3_est = {
	replace_traits = { "leader_trait_righteous_2" }
	inline_script = {
		script = trait/icon
		CLASS = leader
		ICON = GFX_leader_trait_righteous
		RARITY = common
		COUNCIL = no
		TIER = 3
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = no }
		planet_crime_add = -60
	}
	triggered_planet_modifier = {
		potential = { trait_is_gestalt_check = yes }
		planet_crime_no_happiness_add = -60
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = no }
		planet_crime_add = -30
	}
	triggered_sector_modifier = {
		potential = { trait_is_gestalt_check = yes }
		planet_crime_no_happiness_add = -30
	}
	leader_potential_add = {
		FROM = {
			has_active_tradition = tr_est_academy_finish
		}
	}
	leader_class = { commander official }
	opposites = {
		leader_trait_corrupt
		leader_trait_corrupt_2
	}
}