
# All leaders will have a common trait-point value set in defines, which they use to grab traits

# leader_trait = yes - this tags the trait as a leader-trait and not a species-trait
# initial = no - if set to no, this trait can not be granted to leaders when they are generated
# leader_class = { admiral scientist }  -- OR  - if not set, it can be given to all leader-types except Rulers
# requires_traits = { trait_psionic } -- AND - leader-trait can only be randomly given on generation if the leaders species has this trait
# requires_governments = { despotic_hegemony ai_overlordship } -- OR - leader-trait can only be randomly given on generation if the Empire has this type of government form
# prerequisites = { tech_psionic_theory } - AND - leader-trait can only be given if the technology specified has been researched by the Empire

##################
# General Traits #
##################
leader_trait_restrained = {
	cost = 1
	modification = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_restrained.dds"
	modifier = {	
		army_disengage_chance_mult = 0.40
		army_collateral_damage_mult = -0.33
	}
	leader_potential_add = {
		NOT = { from = { has_authority = "auth_machine_intelligence" } }
	}	
	leader_trait = yes
	leader_class = { general }
	opposites = { "leader_trait_butcher" }
}

leader_trait_charismatic = {
	cost = 1
	modification = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_charismatic.dds"
	modifier = {
		army_morale = 0.5
	}
	leader_potential_add = {
		NOT = { from = { has_authority = "auth_machine_intelligence" } }
	}
	leader_trait = yes
	leader_class = { general }
}

leader_trait_butcher = {
	cost = 1
	modification = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_butcher.dds"
	modifier = {
		army_damage_mult = 0.2
		army_collateral_damage_mult = 0.66
	}
	leader_trait = yes
	leader_class = { general }
	opposites = { "leader_trait_armchair_commander" "leader_trait_restrained" }
}

leader_trait_glory_seeker = {
	cost = 1
	modification = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_glory_seeker.dds"
	modifier = {
		army_morale = 0.2
		army_damage_mult = 0.1
	}
	leader_potential_add = {
		NOT = { from = { has_authority = "auth_machine_intelligence" } }
	}
	leader_trait = yes
	leader_class = { general }
	opposites = { "leader_trait_armchair_commander" }
}

leader_trait_armchair_commander = {
	cost = 1
	modification = no
	randomized = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_armchair_commander.dds"
	modifier = {
		army_morale = -0.1
		army_damage_mult = -0.1
	}
	leader_potential_add = {
		NOT = { from = { has_authority = "auth_machine_intelligence" } }
	}
	leader_trait = yes
	leader_class = { general }
	opposites = { "leader_trait_glory_seeker" "leader_trait_butcher" }
}

leader_trait_army_logistician = {
	cost = 1
	modification = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_army_logistician.dds"
	modifier = {
		army_upkeep_mult = -0.3
	}
	leader_potential_add = {
		NOT = { from = { has_authority = "auth_machine_intelligence" } }
	}
	leader_trait = yes
	leader_class = { general }
}

leader_trait_general_erudite = {
	cost = 0
	modification = no
	icon = "gfx/interface/icons/traits/trait_erudite.dds"
	modifier = {
		army_damage_mult = 0.1
		army_disengage_chance_mult = 0.2
	}
	leader_trait = yes
	leader_class = { general }
	initial = no
	randomized = no
}

leader_trait_general_cyborg = {
	cost = 0
	modification = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_cyborg.dds"
	modifier = {
		army_damage_mult = 0.1
	}
	leader_trait = yes
	leader_class = { general }
	initial = no
	randomized = no
}

leader_trait_general_synthetic = {
	cost = 0
	modification = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_synthetic.dds"
	modifier = {
		army_damage_mult = 0.2
	}
	leader_trait = yes
	leader_class = { general }
	initial = no
	randomized = no
}

leader_trait_general_psionic = {
	cost = 0
	modification = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_psionic_leader.dds"
	modifier = {
		army_morale = 0.3
		army_morale_damage_mult = 0.3
	}
	leader_trait = yes
	leader_class = { general }
	initial = no
	randomized = no
}

leader_trait_general_chosen = {
	cost = 0
	modification = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_psionic_chosen_one.dds"
	immortal_leaders = yes
	modifier = {
		army_morale = 0.6
		army_morale_damage_mult = 0.6
		army_damage_mult = 0.4
	}
	leader_trait = yes
	leader_class = { general }
	initial = no
	randomized = no
}

leader_trait_general_mercenary_warrior = {
	cost = 0
	modification = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_glory_seeker.dds" 
	modifier = {
		army_damage_mult = 0.2
	}
	leader_trait = yes
	leader_class = { admiral }
	initial = no
	randomized = no
}