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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