迁移No.128 更新于:5 月 23 日 上午 10:33上git
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358
common/traits/!_RG_gray_goo_traits.txt
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358
common/traits/!_RG_gray_goo_traits.txt
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###################
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# Governor Traits #
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###################
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RG_leader_trait_governor_gray = { #总督特质
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cost = 0
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inline_script = {
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script = trait/icon_psionic
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CLASS = governor
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ICON = "GFX_leader_trait_psionic_chosen_one"
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RARITY = paragon
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COUNCIL = no
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TIER = none
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}
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immortal_leaders = yes
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self_modifier = {
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species_leader_exp_gain = 1
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}
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modifier = {
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planet_buildings_cost_mult = -0.4
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planet_building_build_speed_mult = 0.8
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deposit_blockers_cost_mult = -0.4
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planet_clear_blocker_time_mult = -0.8
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planet_jobs_alloys_produces_mult = 0.25
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planet_jobs_engineering_research_produces_mult = 0.25
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starbase_shipyard_build_cost_mult = -0.25
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starbase_shipyard_build_speed_mult = -0.30
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}
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leader_class = { governor }
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initial = no
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randomized = no
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}
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RG_leader_trait_ruler_gray = { #天选化身
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cost = 0
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inline_script = {
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script = trait/icon_psionic
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CLASS = governor
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ICON = "GFX_leader_trait_legendary_spiritualist_two"
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RARITY = paragon
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COUNCIL = yes
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TIER = none
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}
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councilor_trait = yes
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triggered_self_modifier = {
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potential = {
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is_councilor = yes
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owner = {
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check_variable = {
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which = rg_gray_level
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value <= 5
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}
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}
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}
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leader_skill_levels = 1
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leaders_upkeep_mult = 2
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mult = owner.rg_gray_level
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}
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triggered_self_modifier = {
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potential = {
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is_councilor = yes
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owner = {
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check_variable = {
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which = rg_gray_level
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value >= 5
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}
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check_variable = {
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which = rg_gray_level
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value <= 10
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}
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}
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}
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leader_skill_levels = 1
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leaders_upkeep_mult = 3
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mult = owner.rg_gray_level
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}
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triggered_self_modifier = {
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potential = {
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is_councilor = yes
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owner = {
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check_variable = {
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which = rg_gray_level
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value > 10
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}
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}
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}
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leader_skill_levels = 1
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leaders_upkeep_mult = 4
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mult = owner.rg_gray_level
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}
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triggered_modifier = {
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potential = {
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is_councilor = yes
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owner = {
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check_variable = {
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which = rg_gray_level
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value <= 5
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}
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}
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}
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country_energy_produces_mult = -0.02
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planet_stability_add = -2
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mult = owner.rg_gray_level
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}
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triggered_modifier = {
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potential = {
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is_councilor = yes
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owner = {
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check_variable = {
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which = rg_gray_level
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value >= 5
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}
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check_variable = {
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which = rg_gray_level
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value <= 10
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}
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}
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}
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country_energy_produces_mult = -0.03
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planet_stability_add = -3.5
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mult = owner.rg_gray_level
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}
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triggered_modifier = {
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potential = {
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is_councilor = yes
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owner = {
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check_variable = {
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which = rg_gray_level
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value > 10
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}
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}
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}
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country_energy_produces_mult = -0.04
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planet_stability_add = -5
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mult = owner.rg_gray_level
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}
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triggered_modifier = {
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potential = {
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always = yes
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}
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country_produces_mult = 0.1
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country_engineering_research_produces_mult = 0.1
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planet_jobs_upkeep_mult = -0.05
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planet_buildings_upkeep_mult = -0.05
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planet_building_build_speed_mult = 0.1
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starbase_shipyard_build_speed_mult = 0.1
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megastructure_build_speed_mult = 0.1
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country_unity_produces_mult = 0.05
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country_base_influence_produces_add = 1
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mult = owner.rg_gray_level
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}
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leader_class = { governor }
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initial = no
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randomized = no
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}
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RG_leader_trait_admiral_gray_1 = { #1级舰长
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cost = 0
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inline_script = {
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script = trait/icon_psionic
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CLASS = admiral
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ICON = "GFX_leader_trait_psionic_chosen_one"
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RARITY = paragon
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COUNCIL = no
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TIER = none
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}
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self_modifier = {
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species_leader_exp_gain = 1
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}
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immortal_leaders = yes
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modifier = {
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ship_armor_mult = 1.0
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ship_hull_mult = 1.0
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ships_upkeep_mult = -0.4
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ship_hull_regen_add_perc = 1
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ship_armor_regen_add_perc = 1
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}
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leader_class = { admiral }
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initial = no
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randomized = no
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}
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RG_leader_trait_admiral_gray_2 = { #2级舰长
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cost = 0
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inline_script = {
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script = trait/icon_psionic
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CLASS = admiral
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ICON = "GFX_leader_trait_psionic_chosen_one"
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RARITY = paragon
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COUNCIL = no
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TIER = none
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}
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self_modifier = {
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species_leader_exp_gain = 1
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}
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immortal_leaders = yes
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modifier = {
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ship_armor_mult = 2.0
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ship_hull_mult = 2.0
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ships_upkeep_mult = -0.4
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ship_hull_regen_add_perc = 2
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ship_armor_regen_add_perc = 2
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}
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leader_class = { admiral }
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initial = no
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randomized = no
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}
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RG_leader_trait_admiral_gray = { #3级舰长(默认
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cost = 0
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inline_script = {
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script = trait/icon_psionic
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CLASS = admiral
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ICON = "GFX_leader_trait_psionic_chosen_one"
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RARITY = paragon
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COUNCIL = no
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TIER = none
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}
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self_modifier = {
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species_leader_exp_gain = 1
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}
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immortal_leaders = yes
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modifier = {
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ship_armor_mult = 3.5
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ship_hull_mult = 3.5
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ships_upkeep_mult = -0.4
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ship_hull_regen_add_perc = 5
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ship_armor_regen_add_perc = 5
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}
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leader_class = { admiral }
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initial = no
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randomized = no
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}
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RG_leader_trait_scientist_gray = { #科学家特质
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cost = 0
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inline_script = {
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script = trait/icon_psionic
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CLASS = scientist
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ICON = "GFX_leader_trait_psionic_chosen_one"
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RARITY = paragon
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COUNCIL = no
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TIER = none
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}
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self_modifier = {
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species_leader_exp_gain = 1
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}
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immortal_leaders = yes
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modifier = {
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all_technology_research_speed = 0.5
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ship_archaeological_site_excavation_speed_mult = 0.5
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science_ship_survey_speed = 1.0
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ship_windup_mult = -1.0
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ship_speed_mult = 0.5
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ship_anomaly_generation_chance_mult = -1.0
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}
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leader_class = { scientist }
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initial = no
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randomized = no
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}
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RG_leader_trait_general_gray = { #将军特质
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cost = 0
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inline_script = {
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script = trait/icon_psionic
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CLASS = general
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ICON = "GFX_leader_trait_psionic_chosen_one"
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RARITY = paragon
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COUNCIL = no
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TIER = none
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}
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self_modifier = {
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species_leader_exp_gain = 1
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}
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immortal_leaders = yes
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modifier = {
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army_collateral_damage_mult = 0.15
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army_disengage_chance_mult = 0.50
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army_health = 0.35
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}
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leader_class = { general }
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initial = no
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randomized = no
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}
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RG_leader_trait_general_gray_skill = {
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destiny_trait = yes
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inline_script = {
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script = trait/icon_psionic
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CLASS = general
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ICON = "GFX_leader_trait_supreme_warrior"
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RARITY = paragon
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COUNCIL = no
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TIER = none
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}
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custom_tooltip_with_modifiers = RG_leader_trait_tempest_incoming_effect
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triggered_modifier = {
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potential = {
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always = yes
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}
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army_damage_mult = 0.05
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army_health = 0.05
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mult = owner.rg_general_skill_combat_daypassed_variable
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}
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leader_class = { general }
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initial = no
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randomized = no
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destiny_background_icon = "GFX_leader_background_destiny_1"
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}
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RG_leader_trait_admiral_fake_dragon = {
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cost = 0
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inline_script = {
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script = trait/icon_psionic
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CLASS = admiral
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ICON = "GFX_leader_trait_adaptable"
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RARITY = paragon
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COUNCIL = no
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TIER = none
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}
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modifier = {
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ship_armor_mult = 0.3
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ship_hull_mult = 0.2
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ship_weapon_damage = 0.2
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}
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leader_class = { admiral }
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initial = no
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randomized = no
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}
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RG_leader_trait_admiral_timed_life = {
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cost = 0
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inline_script = {
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script = trait/icon_psionic
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CLASS = admiral
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ICON = "GFX_leader_trait_ethereal"
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RARITY = paragon
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COUNCIL = no
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TIER = none
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}
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triggered_modifier = {
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potential = {
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always = yes
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}
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ship_armor_mult = 0.05
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ship_hull_mult = 0.05
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ship_weapon_damage = 0.05
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mult = owner.rg_fake_dragon_timedlife_counter
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}
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leader_class = { admiral }
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initial = no
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randomized = no
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}
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