leader_traits = {

Medics_of_lord = {
type = land
		trait_type = personality_trait
		gain_xp = {
			always = no # not gainable
		}
		show_in_combat = yes
		allowed = {
			FROM = {
					original_tag  = NCN
				}
			}
		
		modifier = {
			experience_loss_factor = -0.05
			modifier_army_sub_unit_category_support_max_org_factor = 0.10
			modifier_army_sub_unit_category_support_defence_factor = 0.05
			sickness_chance  = -0.10
			army_org_regain = 0.03
			
		}
	
		ai_will_do = {
			factor = 1
		}
		new_commander_weight = {
    base = 1
	}
		}
	
	NCN_Gun_teams = {
	type = land
		trait_type = personality_trait
		gain_xp = {
			always = no # not gainable
		}
		show_in_combat = yes
		allowed = {
			FROM = {
					original_tag = NCN
				}
			}
		
		modifier = {
			modifier_army_sub_unit_category_fireteams_max_org_factor = 0.02
			max_dig_in_factor = 0.05
			modifier_army_sub_unit_category_fireteams_attack_factor = 0.10
		}
		
		ai_will_do = {
			factor = 1
		}
		
		new_commander_weight = {
    base = 1
	}
	}
	
		New_Cannanite_fighting = {
		type = land
		trait_type = personality_trait
		gain_xp = {
			always = no # not gainable
		}
		show_in_combat = yes
		allowed = {
			FROM = {
					original_tag = NCN
				}
			}
		
		modifier = {
		experience_gain_factor = 0.05	
		modifier_army_sub_unit_category_front_line_attack_factor = 0.10
		
		}
		
		ai_will_do = {
			factor = 1
		}
		
		new_commander_weight = {
		base = 1
		}	
	}	
	
	NCN_Caravan_Vet = {
type = land
		trait_type = personality_trait
		gain_xp = {
			always = no # not gainable
		}
		show_in_combat = yes
		allowed = {
			FROM = {
				original_tag = NCN
				}
			}
		
		modifier = {
		modifier_army_sub_unit_category_militia_defence_factor = 0.025
		modifier_army_sub_unit_category_vehicles_defence_factor = 0.025
		modifier_army_sub_unit_category_vehicles_speed_factor = 0.05
		modifier_army_sub_unit_category_militia_speed_factor = 0.05
		}
		
		ai_will_do = {
			factor = 1
		}
		new_commander_weight = {
    base = 1
}
		
	}
	
	WHT_WARLORD = {
	type = all
		trait_type = personality_trait
		gain_xp = {
			always = no # not gainable
		}
		show_in_combat = yes
		allowed = {
			FROM = {
				original_tag = WHT
				}
			}
		
		modifier = {
		max_commander_army_size = 4
		max_army_group_size = 2
		skill_bonus_factor = 0.10
		attrition = -0.05
			}
			ai_will_do = {
			factor = 0
			}
		}
		
		WHT_Light_bringer = {
	type = all
		trait_type = personality_trait
		gain_xp = {
			always = no # not gainable
		}
		allowed = {
			FROM = {
					tag = WHT
				}
			}
		
		modifier = {
	modifier_army_sub_unit_demolitions_support_attack_factor = 0.05
	modifier_army_sub_unit_category_demolitions_attack_factor = 0.05
	fortification_collateral_chance = 0.05
	fortification_damage = 0.05 
	}
			
			ai_will_do = {
			factor = 1
			}
			new_commander_weight = {
    base = 1
}
		}
		
		WHT_bone_breakers = {
	type = all
		trait_type = personality_trait
		gain_xp = {
			always = no # not gainable
		}
		allowed = {
			FROM = {
					original_tag = WHT
				}
			}
		
		modifier = {
		modifier_army_sub_unit_heavy_infantry_attack_factor = 0.08
		modifier_army_sub_unit_heavy_infantry_max_org_factor = 0.02
		breakthrough_factor = 0.03
			}
			
			ai_will_do = {
			factor = 1
			}
			new_commander_weight = {
    base = 1
	}
}

		WHT_Pain_maker = {
	type = all
		trait_type = personality_trait
		gain_xp = {
			always = no # not gainable
		}
		allowed = {
			FROM = {
					original_tag = WHT
				}
			}
		
		modifier = {
		army_strength_factor = 0.025
		army_morale_factor = 0.03
		modifier_army_sub_unit_category_standard_infantry_attack_factor = 0.03
			}
			
			ai_will_do = {
			factor = 1
			}
			new_commander_weight = {
    base = 1
}
		}
		
	}
	
	
	
