# leader_trait_wg_gray_affection = {
# 	cost = 0
# 	inline_script = {
# 		script = trait/wg_new_leader_affection_trait
# 		LEADER_TYPE = wg_gray
# 	}
# 	#official
# 	triggered_modifier = {
# 		# lv2
# 		potential = {
# 			leader_class = official
# 			check_variable = {
# 				which = affection
# 				value >= wg_leader_affection_to_lv2
# 			}
# 			check_variable = {
# 				which = affection
# 				value < wg_leader_affection_to_lv3
# 			}
# 		}
# 		planet_district_city_build_speed_mult = 0.2
# 		planet_district_generator_build_speed_mult = 0.2
# 		planet_district_farming_build_speed_mult = 0.2
# 		planet_district_mining_build_speed_mult = 0.2
# 		planet_districts_minerals_cost_add = -100
# 		planet_stability_add = 5
# 	}
# 	triggered_modifier = {
# 		# lv3
# 		potential = {
# 			leader_class = official
# 			check_variable = {
# 				which = affection
# 				value >= wg_leader_affection_to_lv3
# 			}
# 			check_variable = {
# 				which = affection
# 				value < wg_leader_affection_to_lv4
# 			}
# 		}
# 		planet_researchers_physics_research_produces_mult = 0.04
# 		planet_researchers_society_research_produces_mult = 0.04
# 		planet_researchers_engineering_research_produces_mult = 0.04
# 		planet_district_city_build_speed_mult = 0.2
# 		planet_district_generator_build_speed_mult = 0.2
# 		planet_district_farming_build_speed_mult = 0.2
# 		planet_district_mining_build_speed_mult = 0.2
# 		planet_districts_minerals_cost_add = -100
# 		planet_stability_add = 5
# 	}
# 	triggered_modifier = {
# 		# lv4
# 		potential = {
# 			leader_class = official
# 			if = {
# 				limit = {
# 					has_leader_flag = married
# 				}
# 				check_variable = {
# 					which = affection
# 					value >= wg_leader_affection_to_lv4
# 				}
# 				check_variable = {
# 					which = affection
# 					value < wg_leader_affection_to_lv5
# 				}
# 			}
# 			else = {
# 				check_variable = {
# 					which = affection
# 					value >= wg_leader_affection_to_lv4
# 				}
# 			}
# 		}
# 		planet_researchers_physics_research_produces_mult = 0.08
# 		planet_researchers_society_research_produces_mult = 0.08
# 		planet_researchers_engineering_research_produces_mult = 0.08
# 		planet_district_city_build_speed_mult = 0.2
# 		planet_district_generator_build_speed_mult = 0.2
# 		planet_district_farming_build_speed_mult = 0.2
# 		planet_district_mining_build_speed_mult = 0.2
# 		planet_districts_minerals_cost_add = -100
# 		planet_stability_add = 5
# 	}
# 	triggered_modifier = {
# 		# lv5
# 		potential = {
# 			leader_class = official
# 			check_variable = {
# 				which = affection
# 				value >= wg_leader_affection_to_lv5
# 			}
# 			has_leader_flag = married
# 		}
# 		planet_researchers_physics_research_produces_mult = 0.15
# 		planet_researchers_society_research_produces_mult = 0.15
# 		planet_researchers_engineering_research_produces_mult = 0.15
# 		planet_district_city_build_speed_mult = 1
# 		planet_district_generator_build_speed_mult = 1
# 		planet_district_farming_build_speed_mult = 1
# 		planet_district_mining_build_speed_mult = 1
# 		planet_districts_minerals_cost_add = -150
# 		planet_stability_add = 5
# 		terraform_speed_mult = 0.3
# 		planet_decision_enact_speed_mult = 0.15
# 	}
# 	#admiral
# 	triggered_modifier = {
# 		# lv2
# 		potential = {
# 			leader_class = admiral
# 			check_variable = {
# 				which = affection
# 				value >= wg_leader_affection_to_lv2
# 			}
# 			check_variable = {
# 				which = affection
# 				value < wg_leader_affection_to_lv3
# 			}
# 		}
# 		ship_evasion_add = 5
# 		ship_tracking_add = 5
# 		ship_accuracy_add = 5
# 		ship_shield_mult = 0.5
# 		ship_hull_mult = 0.5
# 		ship_speed_mult = 0.2
# 		ship_hull_regen_add_static = 10
# 		ship_armor_regen_add_static = 10
# 	}
# 	triggered_modifier = {
# 		# lv3
# 		potential = {
# 			leader_class = admiral
# 			check_variable = {
# 				which = affection
# 				value >= wg_leader_affection_to_lv3
# 			}
# 			check_variable = {
# 				which = affection
# 				value < wg_leader_affection_to_lv4
# 			}
# 		}
# 		ship_evasion_add = 5
# 		ship_accuracy_add = 5
# 		ship_tracking_add = 5
# 		ship_shield_mult = 1
# 		ship_hull_mult = 1
# 		ship_weapon_damage = 0.2
# 		ship_fire_rate_mult = 0.2
# 		ship_speed_mult = 0.25
# 		ship_hull_regen_add_static = 20
# 		ship_armor_regen_add_static = 20
# 	}
# 	triggered_modifier = {
# 		# lv4
# 		potential = {
# 			leader_class = admiral
# 			if = {
# 				limit = {
# 					has_leader_flag = married
# 				}
# 				check_variable = {
# 					which = affection
# 					value >= wg_leader_affection_to_lv4
# 				}
# 				check_variable = {
# 					which = affection
# 					value < wg_leader_affection_to_lv5
# 				}
# 			}
# 			else = {
# 				check_variable = {
# 					which = affection
# 					value >= wg_leader_affection_to_lv4
# 				}
# 			}
# 		}
# 		ship_evasion_add = 10
# 		ship_accuracy_add = 10
# 		ship_tracking_add = 10
# 		ship_shield_mult = 1.5
# 		ship_hull_mult = 1.5
# 		ship_weapon_damage = 0.4
# 		ship_fire_rate_mult = 0.4
# 		ship_speed_mult = 0.3
# 		ship_hull_regen_add_static = 30
# 		ship_armor_regen_add_static = 30
# 	}
# 	triggered_modifier = {
# 		# lv5
# 		potential = {
# 			leader_class = admiral
# 			check_variable = {
# 				which = affection
# 				value >= wg_leader_affection_to_lv5
# 			}
# 			has_leader_flag = married
# 		}
# 		ship_evasion_add = 15
# 		ship_accuracy_add = 15
# 		ship_tracking_add = 15
# 		ship_shield_mult = 2.5
# 		ship_hull_mult = 2.5
# 		ship_weapon_damage = 0.7
# 		ship_fire_rate_mult = 0.7
# 		ship_speed_mult = 0.5
# 		ship_hull_regen_add_static = 50
# 		ship_armor_regen_add_static = 50
# 	}
# 	#scientist
# 	triggered_modifier = {
# 		# lv2
# 		potential = {
# 			leader_class = scientist
# 			check_variable = {
# 				which = affection
# 				value >= wg_leader_affection_to_lv2
# 			}
# 			check_variable = {
# 				which = affection
# 				value < wg_leader_affection_to_lv3
# 			}
# 		}
# 		science_ship_survey_speed = 0.1
# 		ship_anomaly_research_speed_mult = 0.1
# 		ship_disengage_chance_mult = 0.3
# 	}
# 	triggered_modifier = {
# 		# lv3
# 		potential = {
# 			leader_class = scientist
# 			check_variable = {
# 				which = affection
# 				value >= wg_leader_affection_to_lv3
# 			}
# 			check_variable = {
# 				which = affection
# 				value < wg_leader_affection_to_lv4
# 			}
# 		}
# 		science_ship_survey_speed = 0.2
# 		ship_anomaly_research_speed_mult = 0.25
# 		ship_shield_mult = 0.25
# 		ship_armor_mult = 0.25
# 		ship_disengage_chance_mult = 0.3
# 	}
# 	triggered_modifier = {
# 		# lv4
# 		potential = {
# 			leader_class = scientist
# 			if = {
# 				limit = {
# 					has_leader_flag = married
# 				}
# 				check_variable = {
# 					which = affection
# 					value >= wg_leader_affection_to_lv4
# 				}
# 				check_variable = {
# 					which = affection
# 					value < wg_leader_affection_to_lv5
# 				}
# 			}
# 			else = {
# 				check_variable = {
# 					which = affection
# 					value >= wg_leader_affection_to_lv4
# 				}
# 			}
# 		}
# 		science_ship_survey_speed = 0.3
# 		ship_anomaly_research_speed_mult = 0.35
# 		ship_shield_mult = 0.35
# 		ship_armor_mult = 0.35
# 		ship_disengage_chance_mult = 0.35
# 		ship_anomaly_generation_chance_mult = 0.2
# 	}
# 	triggered_modifier = {
# 		# lv5
# 		potential = {
# 			leader_class = scientist
# 			check_variable = {
# 				which = affection
# 				value >= wg_leader_affection_to_lv5
# 			}
# 			has_leader_flag = married
# 		}
# 		science_ship_survey_speed = 0.5
# 		ship_anomaly_research_speed_mult = 0.5
# 		ship_shield_mult = 0.5
# 		ship_armor_mult = 0.5
# 		ship_disengage_chance_mult = 0.5
# 		ship_anomaly_generation_chance_mult = 0.5
# 	}
# 	#general
# 	triggered_modifier = {
# 		# lv2
# 		potential = {
# 			leader_class = general
# 			check_variable = {
# 				which = affection
# 				value >= wg_leader_affection_to_lv2
# 			}
# 			check_variable = {
# 				which = affection
# 				value < wg_leader_affection_to_lv3
# 			}
# 		}
# 		army_experience_gain_mult = 0.1
# 		army_morale_damage_mult = 0.1
# 		army_disengage_chance_mult = 0.2
# 	}
# 	triggered_modifier = {
# 		# lv3
# 		potential = {
# 			leader_class = general
# 			check_variable = {
# 				which = affection
# 				value >= wg_leader_affection_to_lv3
# 			}
# 			check_variable = {
# 				which = affection
# 				value < wg_leader_affection_to_lv4
# 			}
# 		}
# 		army_experience_gain_mult = 0.25
# 		army_morale_damage_mult = 0.25
# 		army_disengage_chance_mult = 0.4
# 		armies_upkeep_mult = -0.2
# 		army_collateral_damage_mult = -0.15		#"陆军连带伤害"
# 	}
# 	triggered_modifier = {
# 		# lv4
# 		potential = {
# 			leader_class = general
# 			if = {
# 				limit = {
# 					has_leader_flag = married
# 				}
# 				check_variable = {
# 					which = affection
# 					value >= wg_leader_affection_to_lv4
# 				}
# 				check_variable = {
# 					which = affection
# 					value < wg_leader_affection_to_lv5
# 				}
# 			}
# 			else = {
# 				check_variable = {
# 					which = affection
# 					value >= wg_leader_affection_to_lv4
# 				}
# 			}
# 		}
# 		army_experience_gain_mult = 0.5
# 		army_morale_damage_mult = 0.5
# 		army_disengage_chance_mult = 0.6
# 		armies_upkeep_mult = -0.4
# 		army_collateral_damage_mult = -0.3		#"陆军连带伤害"
# 	}
# 	triggered_modifier = {
# 		# lv5
# 		potential = {
# 			leader_class = general
# 			check_variable = {
# 				which = affection
# 				value >= wg_leader_affection_to_lv5
# 			}
# 			has_leader_flag = married
# 		}
# 		army_experience_gain_mult = 0.8
# 		army_morale_damage_mult = 0.8
# 		army_disengage_chance_mult = 1
# 		armies_upkeep_mult = -0.8
# 		army_collateral_damage_mult = -0.8		#"陆军连带伤害"
# 	}
# 	leader_class = {
# 		official
# 		admiral
# 		scientist
# 		general
# 	}
# 	initial = no
# 	randomized = no
# 	notify_on_gained = no
# }
