
# 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

###################
# Governor Traits #
###################

leader_trait_iron_fist = {
	cost = 1
	modification = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_iron_fist.dds"
	modifier = {
		slave_production_output = 0.15
		slave_food_output = 0.15
	}
	leader_trait = yes
	leader_class = { governor }
	prerequisites = { tech_ethical_equations }
}

leader_trait_army_veteran = {
	cost = 2
	modification = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_army_veteran.dds"
	modifier = {
		planet_army_build_speed_mult = 0.2
		planet_army_build_cost_mult = -0.2
		garrison_health = 0.5
	}
	leader_trait = yes
	leader_class = { governor }
	prerequisites = { tech_centralized_command }
	opposites = { "leader_trait_retired_fleet_officer" }
}

leader_trait_retired_fleet_officer = {
	cost = 2
	modification = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_retired_fleet_officer.dds"
	modifier = {
		planet_ship_build_speed_mult = 0.20
		spaceport_ship_build_cost_mult = -0.10
		spaceport_module_cost_mult = -0.10
	}
	leader_trait = yes
	leader_class = { governor }
	prerequisites = { tech_interstellar_fleet_traditions }
	opposites = { "leader_trait_army_veteran" }
}

leader_trait_architectural_interest = {
	cost = 2
	modification = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_architectural_interest.dds"
	modifier = {
		planet_building_cost_mult = -0.20
		building_time_mult = -0.20
	}
	leader_trait = yes
	leader_class = { governor }
}

leader_trait_agrarian_upbringing = {
	cost = 2
	modification = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_agrarian_upbringing.dds"
	modifier = {
		tile_resource_food_mult = 0.10
		building_hydroponics_farm_1_build_cost_mult = -0.20
	}
	leader_trait = yes
	leader_class = { governor }
}

leader_trait_intellectual = {
	cost = 3
	modification = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_intellectual.dds"
	modifier = {
		tile_resource_engineering_research_mult = 0.10
		tile_resource_physics_research_mult = 0.10
		tile_resource_society_research_mult = 0.10
	}
	leader_trait = yes
	leader_class = { governor }
}

leader_trait_environmental_engineer = {
	cost = 1
	modification = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_environmental_engineer.dds"
	modifier = {
		planet_clear_blocker_cost_mult = -0.25
		planet_clear_blocker_time_mult = -0.25
	}
	leader_trait = yes
	leader_class = { governor }
}