leader_traits = { 
	SHM_fighting_yesterdays_war = {
		random = no		
		army_org_factor = 0.1
		ai_badass_factor = 0.5
		stability_factor = -0.05
		ai_will_do = {
			factor = 1
		}
	}
	SHM_improved_robot_trait = {
		random = no
		stability_factor = 0.05
		army_morale_factor = 0.20
		political_power_gain = 0.15
		ai_will_do = {
			factor = 1
		}
	}
	SHM_biographical_coding_trait = {
		random = no
		war_support_factor = 0.03
		army_core_defence_factor = 0.05
		stability_factor = 0.03
		political_power_gain = 0.05
		ai_will_do = {
			factor = 1
		}
	}
	SHM_military_coding_trait = {
		random = no
		war_support_factor = 0.05
		army_core_defence_factor = 0.1
		ai_will_do = {
			factor = 1
		}
	}
	SHM_period_coding_trait = {
		random = no
		stability_factor = 0.05
		political_power_gain = 0.10
		ai_will_do = {
			factor = 1
		}
	}
	SHM_mobile_uplink_trait = {
		random = no
		coordination_bonus = 0.10
		planning_speed = 0.05
		ai_will_do = {
			factor = 1
		}
	}
	SHM_leader_of_men_trait = {
		random = no
		experience_gain_army_unit_factor = 0.15
		army_morale_factor = 0.05
		ai_will_do = {
			factor = 1
		}
	}
	SHM_ancient_nautical_playbook_trait = {
		random = no
		naval_coordination = 0.25
		ships_at_battle_start = 0.10
		ai_will_do = {
			factor = 1
		}
	}
	SHM_riverboat_menace_trait = {
		random = no
		navy_screen_attack_factor = 0.25
		spotting_chance = 0.10
		ai_will_do = {
			factor = 1
		}
	}
	SHM_aerial_wildcard_trait = {
		random = no
		air_attack_factor = 0.10
		ace_effectiveness_factor = 0.25
		air_accidents_factor = 0.05
		ai_will_do = {
			factor = 1
		}
	}
	SHM_mercenary_officer_trait = {
		random = no
		army_core_attack_factor = 0.15
		ai_will_do = {
			factor = 1
		}
	}
	SHM_vengeful_tactician_trait = {
		random = no
		initiative_factor = 0.25
		breakthrough_factor = 0.05
		ai_will_do = {
			factor = 1
		}
	}
	SHM_dirty_fighter_trait = {
		random = no
		land_night_attack = 0.15
		ai_will_do = {
			factor = 1
		}
	}
	SHM_swamp_navigator_trait = {
		random = no
		heat_attrition_factor = -0.33
		army_speed_factor = 0.10
		ai_will_do = {
			factor = 1
		}
	}
	SHM_country_survivalist_trait = {
		random = no
		no_supply_grace = 120
		ai_will_do = {
			factor = 1
		}
	}
	SHM_cautious_planner_trait = {
		random = no
		max_planning_factor = 0.25
		planning_speed = -0.1
		ai_will_do = {
			factor = 1
		}
	}
	SHM_shermanbots_handler = {
		random = no
		experience_gain_army = 0.05
		land_doctrine_cost_factor = -0.15
		ai_will_do = {
			factor = 1
		}
	}
	SHM_wasteland_warfare_expert_trait = {
		random = no
		experience_gain_army = 0.15
		land_doctrine_cost_factor = -0.05
		ai_will_do = {
			factor = 1
		}
	}
	SHM_wasteland_hunter_trait = {
		random = no
		attrition = -0.25
		out_of_supply_factor = -0.1
		ai_will_do = {
			factor = 1
		}
	}
	SHM_pre_war_farmer_trait = {
		random = no
		monthly_population = 0.03
		country_resource_water = 12
		ai_will_do = {
			factor = 1
		}
	}
	SHM_southern_industrialist_trait = {
		random = no
		production_cost_industrial_complex_factor = -0.15
		conversion_cost_civ_to_mil_factor = -0.33
		ai_will_do = {
			factor = 1
		}
	}
	SHM_experienced_scavenger_trait = {
		random = no
		local_resources = 0.1
		equipment_capture_factor = 0.33
		ai_will_do = {
			factor = 1
		}
	}
	SHM_fair_trader_trait = {
		random = no
		consumer_goods_factor = -0.08
		min_export = 0.15
		trade_opinion_factor = 0.25
		ai_will_do = {
			factor = 1
		}
	}
	SHM_former_wareagle_trait = {
		random = no
		production_speed_bunker_factor = 0.33 
		ai_will_do = {
			factor = 1
		}
	}
	SHM_folktune_artist_trait = {
		random = no
		offensive_war_stability_factor = 0.3
		ai_will_do = {
			factor = 1
		}
	}
	SHM_voice_of_reason_trait = {
		random = no
		stability_factor = 0.05
		political_power_gain = 0.2
		ai_will_do = {
			factor = 1
		}
	}
	SHM_smiling_propagandist_trait = {
		random = no
		conscription_factor = 0.20
		war_support_factor = 0.05
		ai_will_do = {
			factor = 1
		}
	}
	SHM_slaver_hunter_trait = {
		random = no
		operative_slot = 1
		resistance_decay = 0.25
		ai_will_do = {
			factor = 1
		}
	}
	SHM_tribal_liason_trait = {
		random = no
		starting_compliance = 0.15
		non_core_manpower = 0.20
		ai_will_do = {
			factor = 1
		}
	}
	SHM_swamp_herbalist_trait = {
		random = no
		monthly_population = 0.12
		ai_will_do = {
			factor = 1
		}
	}
}
