抹除领袖
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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 rg_nanite_leader }
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leader_class = { official }
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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 rg_nanite_leader }
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leader_class = { commander }
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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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