revert f4f50b3eeecf78f0624b1c00b24b14a72855ab45
revert 注释掉
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				@ -68,36 +68,36 @@
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# Step 4: Assign the highest leader/location pair based on the weight
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					# Step 4: Assign the highest leader/location pair based on the weight
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# Step 5: if no leader was assigned, see if hiring a leader is possible repeating the same steps
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					# Step 5: if no leader was assigned, see if hiring a leader is possible repeating the same steps
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# rg_nanite_leader = {
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					rg_nanite_leader = {
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# 	name = rg_nanite_leader
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						name = rg_nanite_leader
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# 	name_plural = rg_nanite_leader_plural
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						name_plural = rg_nanite_leader_plural
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# 	description = rg_nanite_leader_description
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						description = rg_nanite_leader_description
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# 
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# 	can_lead_army = yes
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						can_lead_army = yes
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# 	can_lead_navy = yes
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						can_lead_navy = yes
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# 	can_govern_planet = yes
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						can_govern_planet = yes
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# 	can_be_envoy = yes
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						can_be_envoy = yes
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# 	can_research_tech = yes
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						can_research_tech = yes
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# 	can_research_special_projects = yes
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						can_research_special_projects = yes
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# 	can_crew_science_ship = yes
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						can_crew_science_ship = yes
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# 	can_research_anomalies = yes
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						can_research_anomalies = yes
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# 	can_research_archaeology_site = yes
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						can_research_archaeology_site = yes
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# 	can_survey = yes
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						can_survey = yes
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# 	can_boost_cloaking_detection = yes
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						can_boost_cloaking_detection = yes
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# 	can_explore_rifts = yes
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						can_explore_rifts = yes
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# 	can_conduct_active_reconnaissance = yes
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						can_conduct_active_reconnaissance = yes
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# 	can_govern_planet = yes
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						can_govern_planet = yes
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# 	can_have_traits = yes
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						can_have_traits = yes
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# 	can_rule_empire = yes
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						can_rule_empire = yes
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# 	recruitable = no
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						recruitable = no
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# 	max_trait_points = 3
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						max_trait_points = 3
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# 	leader_capacity = 3
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						leader_capacity = 3
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# 
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# 	ai_weight = {
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						ai_weight = {
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# 		modifier = {
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							modifier = {
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# 			factor = 0
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								factor = 0
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# 		}
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							}
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# 	}
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						}
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# 	icon = 4
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						icon = 4
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# 	paragon_background_selector = "paragon_background_selector"
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						paragon_background_selector = "paragon_background_selector"
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# }
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					}
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@ -33,78 +33,78 @@
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# 	randomized = no
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					# 	randomized = no
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# }
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					# }
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# RG_leader_trait_offical_gray = {
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					RG_leader_trait_offical_gray = {
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# 	#唯一特质
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						#唯一特质
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# 	cost = 0
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						cost = 0
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# 	inline_script = {
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						inline_script = {
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# 		script = trait/icon_psionic
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							script = trait/icon_psionic
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# 		CLASS = leader
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							CLASS = leader
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# 		ICON = "GFX_leader_trait_psionic_chosen_one"
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							ICON = "GFX_leader_trait_psionic_chosen_one"
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# 		RARITY = paragon
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							RARITY = paragon
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# 		COUNCIL = no
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							COUNCIL = no
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# 		TIER = none
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							TIER = none
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# 	}
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						}
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# 	immortal_leaders = yes
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						immortal_leaders = yes
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# 		triggered_self_modifier = {
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							triggered_self_modifier = {
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# 		potential = {
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							potential = {
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# 			always = yes
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								always = yes
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# 		}
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							}
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# 		leader_skill_levels = 1
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							leader_skill_levels = 1
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# 		mult = trigger:has_skill
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							mult = trigger:has_skill
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# 	}
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						}
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# 	self_modifier = {
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						self_modifier = {
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# 		species_leader_exp_gain = 1
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							species_leader_exp_gain = 1
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# 	}
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						}
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# 	councilor_modifier = {
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						councilor_modifier = {
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# 		all_technology_research_speed = 0.5
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							all_technology_research_speed = 0.5
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# 	}
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						}
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# 	planet_modifier = {
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						planet_modifier = {
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# 		planet_buildings_cost_mult = -0.4
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							planet_buildings_cost_mult = -0.4
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# 		planet_building_build_speed_mult = 0.6
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							planet_building_build_speed_mult = 0.6
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# 		planet_jobs_alloys_produces_mult = 0.25
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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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							planet_jobs_engineering_research_produces_mult = 0.25
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# 		deposit_blockers_cost_mult = -0.4
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							deposit_blockers_cost_mult = -0.4
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# 		planet_clear_blocker_time_mult = -0.6
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							planet_clear_blocker_time_mult = -0.6
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# 	}
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						}
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# 	sector_modifier = {
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						sector_modifier = {
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# 		planet_buildings_cost_mult = -0.2
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							planet_buildings_cost_mult = -0.2
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# 		planet_building_build_speed_mult = 0.2
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							planet_building_build_speed_mult = 0.2
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# 		planet_jobs_alloys_produces_mult = 0.1
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							planet_jobs_alloys_produces_mult = 0.1
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# 		planet_jobs_engineering_research_produces_mult = 0.1
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							planet_jobs_engineering_research_produces_mult = 0.1
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# 		deposit_blockers_cost_mult = -0.2
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							deposit_blockers_cost_mult = -0.2
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# 		planet_clear_blocker_time_mult = -0.2
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							planet_clear_blocker_time_mult = -0.2
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# 		starbase_shipyard_build_cost_mult = -0.25
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							starbase_shipyard_build_cost_mult = -0.25
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# 		starbase_shipyard_build_speed_mult = -0.3
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							starbase_shipyard_build_speed_mult = -0.3
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# 	}
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						}
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# 	fleet_modifier = {
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						fleet_modifier = {
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# 		ship_armor_mult = 3.5
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							ship_armor_mult = 3.5
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# 		ship_hull_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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							ships_upkeep_mult = -0.4
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# 		ship_hull_regen_add_perc = 5
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							ship_hull_regen_add_perc = 5
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# 		ship_armor_regen_add_perc = 5
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							ship_armor_regen_add_perc = 5
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# 	}
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						}
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# 	army_modifier = {
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						army_modifier = {
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# 		army_collateral_damage_mult = 0.15
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							army_collateral_damage_mult = 0.15
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# 		army_disengage_chance_mult = 0.5
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							army_disengage_chance_mult = 0.5
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# 		army_health = 0.35
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							army_health = 0.35
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# 	}
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						}
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# 	modifier = {
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						modifier = {
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# 		ship_archaeological_site_excavation_speed_mult = 0.5
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							ship_archaeological_site_excavation_speed_mult = 0.5
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# 		science_ship_survey_speed = 1
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							science_ship_survey_speed = 1
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# 		# ship_windup_mult = -1
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							# ship_windup_mult = -1
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# 		# ship_speed_mult = 0.5
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							# ship_speed_mult = 0.5
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# 		ship_anomaly_generation_chance_mult = -1
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							ship_anomaly_generation_chance_mult = -1
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# 	}
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						}
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# 	triggered_modifier = {
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						triggered_modifier = {
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# 		potential = {
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							potential = {
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# 			has_astral_planes_dlc = yes
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								has_astral_planes_dlc = yes
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# 		}
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							}
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# 		country_astral_rift_speed_mult = 0.5
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							country_astral_rift_speed_mult = 0.5
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# 	}
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						}
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# 	leader_class = { rg_nanite_leader }
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						leader_class = { rg_nanite_leader }
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# 	initial = no
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						initial = no
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# 	randomized = no
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						randomized = no
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# }
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					}
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RG_leader_trait_governor_gray = {
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					RG_leader_trait_governor_gray = {
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	#总督特质
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						#总督特质
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@ -270,7 +270,7 @@ RG_leader_trait_ruler_gray = {
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		country_base_influence_produces_add = 1
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							country_base_influence_produces_add = 1
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		mult = trigger:has_skill
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							mult = trigger:has_skill
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	}
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						}
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	leader_class = { official }
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						leader_class = { official rg_nanite_leader }
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	initial = no
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						initial = no
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	randomized = no
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						randomized = no
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}
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					}
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@ -418,7 +418,7 @@ RG_leader_trait_admiral_nanorebuild_gray = {
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		army_health = 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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							mult = owner.rg_general_skill_combat_daypassed_variable
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	}
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						}
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	leader_class = { commander }
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						leader_class = { commander rg_nanite_leader }
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	initial = no
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						initial = no
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	randomized = no
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						randomized = no
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}
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					}
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