# species_potential_add = {}
# show the trait to add to species when genemodding or randomizing traits.
# Scopes are this = species, from = country performing the modification.
# default = always=yes

# species_possible_remove = {}
# allow to remove the trait when genemodding.
# Scopes are this = species, from = country performing the modification.
# default = always=yes

trait_hive_mind = {
	cost = 0
	sorting_priority = 20
	
	initial = no
	randomized = no
	modification = no
	forced_happiness = yes
	
	leader_age_min = 10
	leader_age_max = 20
	
	allowed_archetypes = { BIOLOGICAL }
	ai_weight = {
		weight = 0
	}

	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_ruler_hive_mind.dds"
}

trait_machine_unit = {
	cost = 0
	sorting_priority = 20
	initial = no
	randomized = no
	modification = no
	immortal_leaders = yes
	icon = "gfx/interface/icons/traits/trait_machine_unit.dds"
	allowed_archetypes = { MACHINE }

	forced_happiness = yes
	modifier = {
		pop_environment_tolerance = 2.0
		pop_robot_build_speed_mult = 2.0
	}
}

trait_mechanical = {
	cost = 0
	sorting_priority = 20
	
	initial = no
	randomized = no
	modification = no
	immortal_leaders = yes

	allowed_archetypes = { ROBOT }
	
	modifier = {
		pop_environment_tolerance = 2.0
		pop_robot_build_speed_mult = 2.0
	}
}

trait_robotic_1 = {
	cost = 0
	sorting_priority = 10
	
	initial = no
	randomized = no
	modification = no
	forced_happiness = yes

	allowed_archetypes = { ROBOT }
	
	modifier = {
		tile_resource_engineering_research_mult = -0.8
		tile_resource_physics_research_mult = -0.8
		tile_resource_society_research_mult = -0.8
		tile_resource_unity_mult = -0.4
		tile_resource_energy_mult = -0.4
		tile_resource_minerals_mult = 0.10
	}
}

trait_robotic_2 = {
	cost = 0
	sorting_priority = 10
	
	initial = no
	randomized = no
	modification = no
	forced_happiness = yes

	allowed_archetypes = { ROBOT }
	
	modifier = {
		tile_resource_engineering_research_mult = -0.4
		tile_resource_physics_research_mult = -0.4
		tile_resource_society_research_mult = -0.4
		tile_resource_unity_mult = -0.2
		tile_resource_energy_mult = -0.2
		tile_resource_minerals_mult = 0.15
	}
}

trait_robotic_3 = {
	cost = 0
	sorting_priority = 10
	
	initial = no
	randomized = no
	modification = no

	allowed_archetypes = { ROBOT }
	
	modifier = {
		tile_resource_engineering_research_mult = 0.20
		tile_resource_physics_research_mult = 0.20
		tile_resource_society_research_mult = 0.20
		tile_resource_unity_mult = 0.20
		tile_resource_energy_mult = 0.20
		tile_resource_minerals_mult = 0.20
	}
}

trait_syncretic_proles = {
	cost = 1
	opposites = { "trait_intelligent" "trait_erudite" "trait_natural_engineers" "trait_natural_physicists" "trait_natural_sociologists" }
	initial = no
	modification = yes
	species_potential_add = { always = no }
	icon = "gfx/interface/icons/traits/trait_primitive.dds"
	allowed_archetypes = { BIOLOGICAL }
	modifier = {
		pop_happiness = 0.10
		pop_government_ethic_attraction = 0.5
		tile_resource_minerals_mult = 0.10
		tile_resource_food_mult = 0.10
		tile_resource_energy_mult = -0.1
		tile_resource_physics_research_mult = -0.25
		tile_resource_engineering_research_mult = -0.25
		tile_resource_society_research_mult = -0.25
		species_leader_exp_gain = -0.33
		leader_skill_levels = -1
	}
}