
# 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

############################
# Machine Leader Traits    #
############################

# Ruler
leader_trait_ruler_machine_intelligence = {
	leader_trait = yes
	leader_class = { ruler }

	cost = 0
	modification = no
	initial = no
	randomized = no
	
	icon = "gfx/interface/icons/traits/trait_machine_unit.dds"
	
	immortal_leaders = yes	
	hide_age = yes
}

# Generic
leader_trait_flexible_programming = {
	cost = 1
	modification = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_adaptable.dds"
	self_modifier = {
		species_leader_exp_gain = 0.25
	}
	leader_potential_add = {
		NOT = { leader_class = ruler}
		from = { has_authority = "auth_machine_intelligence" }
	}
	leader_class = { admiral scientist general governor }
	opposites = { "leader_trait_rigid_programming" }
	leader_trait = yes
	
	ai_categories = {
		engineering
		physics
		society
		survey
	}
	
	ai_weight = {
		weight = 50
	}
}

leader_trait_rigid_programming = {
	cost = 1
	modification = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_stubborn.dds"
	self_modifier = {
		species_leader_exp_gain = -0.25
	}
	leader_potential_add = {
		NOT = { leader_class = ruler}
		from = { has_authority = "auth_machine_intelligence" }
	}
	leader_class = { admiral scientist general governor }
	opposites = { "leader_trait_flexible_programming" }
	leader_trait = yes
	initial = no
	randomized = no
}

leader_trait_newboot = {
	cost = 1
	modification = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_eager.dds"
	self_modifier = {
		leader_cost = -0.50
	}
	leader_potential_add = {
		NOT = { leader_class = ruler}
		from = { has_authority = "auth_machine_intelligence" }
	}
	leader_class = { admiral scientist general governor }
	leader_trait = yes
}

# Governor
leader_trait_warbot_tinkerer = {
	cost = 1
	modification = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_hammer.dds"
	modifier = {
		planet_army_build_speed_mult = 0.4
		planet_army_build_cost_mult = -0.4
		army_defense_damage_mult = 0.4
	}
	leader_potential_add = {
		from = { has_authority = "auth_machine_intelligence" }
	}
	leader_trait = yes
	leader_class = { governor }
	prerequisites = { tech_centralized_command }
	opposites = { "leader_trait_ai_aided_design" }
}

leader_trait_ai_aided_design = {
	cost = 1
	modification = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_retired_fleet_officer.dds"
	modifier = {
		starbase_shipyard_build_speed_mult = 0.40
		starbase_shipyard_build_cost_mult = -0.20
	}
	leader_potential_add = {
		from = { has_authority = "auth_machine_intelligence" }
	}
	leader_trait = yes
	leader_class = { governor }
	prerequisites = { tech_interstellar_fleet_traditions }
	opposites = { "leader_trait_warbot_tinkerer" }
}

leader_trait_bulldozer = {
	cost = 1
	modification = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_environmental_engineer.dds"
	modifier = {
		planet_clear_blocker_cost_mult = -0.5
		planet_clear_blocker_time_mult = -0.5
	}
	leader_potential_add = {
		from = { has_authority = "auth_machine_intelligence" }
	}
	leader_trait = yes
	leader_class = { governor }
}

leader_trait_analytical = {
	cost = 1
	modification = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_intellectual.dds"
	modifier = {
		tile_resource_engineering_research_mult = 0.20
		tile_resource_physics_research_mult = 0.20
		tile_resource_society_research_mult = 0.20
	}
	leader_potential_add = {
		from = { has_authority = "auth_machine_intelligence" }
	}
	leader_trait = yes
	leader_class = { governor }
}

# General
leader_trait_parts_cannibalizer = {
	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 = {
		from = { has_authority = "auth_machine_intelligence" }
	}
	leader_trait = yes
	leader_class = { general }
}

leader_trait_demoralizer = {
	cost = 1
	modification = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_butcher.dds"
	modifier = {
		army_morale_damage_mult = 0.6
	}
	leader_potential_add = {
		from = { has_authority = "auth_machine_intelligence" }
	}
	leader_trait = yes
	leader_class = { general }
	opposites = { "leader_trait_erratic_morality_core" }
}

leader_trait_erratic_morality_core = {
	cost = 1
	modification = no
	randomized = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_armchair_commander.dds"
	modifier = {
		army_damage_mult = -0.1
	}
	leader_potential_add = {
		from = { has_authority = "auth_machine_intelligence" }
	}
	leader_trait = yes
	leader_class = { general }
	opposites = { "leader_trait_demoralizer" }
}

# Admiral
leader_trait_maintenance_loop = {
	cost = 1
	modification = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_fleet_logistician.dds"
	modifier = {
		ship_upkeep_mult = -0.2
	}
	leader_potential_add = {
		from = { has_authority = "auth_machine_intelligence" }
	}
	leader_trait = yes
	leader_class = { admiral }
}

leader_trait_unstable_code_base = {
	cost = 1
	modification = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_nervous.dds"
	modifier = {
		ship_fire_rate_mult = -0.1
	}
	leader_potential_add = {
		from = { has_authority = "auth_machine_intelligence" }
	}
	leader_trait = yes
	leader_class = { ruler }
	opposites = { "leader_trait_unyielding" }
	initial = no
	randomized = no
}

# Scientist
leader_trait_cataloger = {
	cost = 1
	modification = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_roamer.dds"
	modifier = {
		science_ship_survey_speed = 0.5
	}
	leader_potential_add = {
		from = { has_authority = "auth_machine_intelligence" }
	}
	leader_trait = yes
	leader_class = { scientist }
	
	ai_categories = {
		survey
	}
	
	ai_weight = {
		weight = 100
	}
}

# Admiral
leader_trait_restore_point = {
	cost = 1
	modification = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_resilient.dds"
	leader_potential_add = {
		host_has_dlc = "Synthetic Dawn Story Pack"
		OR = {
			has_trait = trait_mechanical
			has_trait = trait_machine_unit
		}
	}
	leader_trait = yes
	leader_class = { admiral }
}