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				@ -33,58 +33,65 @@
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# 	randomized = no
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# }
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RG_leader_trait_offical_gray = {
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	#唯一特质
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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 = leader
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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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	councilor_modifier = {
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		all_technology_research_speed = 0.5
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	}
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	planet_modifier = {
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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_jobs_alloys_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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		planet_clear_blocker_time_mult = -0.6
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	}
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	sector_modifier = {
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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_jobs_alloys_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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		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_speed_mult = -0.3
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	}
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	fleet_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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	army_modifier = {
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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_health = 0.35
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	}
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	leader_class = { commander official scientist }
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	initial = no
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	randomized = no
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}
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# RG_leader_trait_offical_gray = {
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# 	#唯一特质
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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 = leader
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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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# 		triggered_self_modifier = {
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# 		potential = {
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# 			always = yes
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# 		}
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# 		leader_skill_levels = 1
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# 		mult = trigger:has_skill
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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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# 	councilor_modifier = {
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# 		all_technology_research_speed = 0.5
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# 	}
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# 	planet_modifier = {
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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_jobs_alloys_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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# 		planet_clear_blocker_time_mult = -0.6
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# 	}
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# 	sector_modifier = {
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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_jobs_alloys_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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# 		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_speed_mult = -0.3
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# 	}
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# 	fleet_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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# 	army_modifier = {
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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_health = 0.35
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# 	}
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# 	leader_class = all
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# 	initial = no
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# 	randomized = no
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# }
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RG_leader_trait_governor_gray = {
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	#总督特质
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@ -142,7 +149,7 @@ RG_leader_trait_ruler_gray = {
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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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	# forced_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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@ -191,7 +198,7 @@ RG_leader_trait_ruler_gray = {
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	}
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	triggered_councilor_modifier = {
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		potential = {
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			is_councilor = yes
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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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@ -205,7 +212,7 @@ RG_leader_trait_ruler_gray = {
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	}
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	triggered_councilor_modifier = {
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		potential = {
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			is_councilor = yes
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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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@ -223,7 +230,7 @@ RG_leader_trait_ruler_gray = {
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	}
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	triggered_councilor_modifier = {
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		potential = {
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			is_councilor = yes
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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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@ -250,9 +257,7 @@ RG_leader_trait_ruler_gray = {
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		country_base_influence_produces_add = 1
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		mult = trigger:has_skill
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	}
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	leader_class = {
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		official
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	}
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	leader_class = { official }
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	initial = no
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	randomized = no
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}
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@ -291,9 +296,7 @@ RG_leader_trait_admiral_gray_1 = {
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		army_disengage_chance_mult = 0.3
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		army_health = 0.15
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	}
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	leader_class = {
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		commander
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	}
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	leader_class = { commander }
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	initial = no
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	randomized = no
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}
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@ -332,9 +335,7 @@ RG_leader_trait_admiral_gray_2 = {
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		army_disengage_chance_mult = 0.4
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		army_health = 0.25
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	}
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	leader_class = {
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		commander
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	}
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	leader_class = { commander }
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	initial = no
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	randomized = no
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}
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@ -373,9 +374,7 @@ RG_leader_trait_admiral_gray = {
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		army_disengage_chance_mult = 0.5
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		army_health = 0.35
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	}
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	leader_class = {
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		commander
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	}
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	leader_class = { commander }
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	initial = no
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	randomized = no
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}
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@ -398,9 +397,7 @@ RG_leader_trait_admiral_nanorebuild_gray = {
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		ship_hull_regen_add_perc = 0.5
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		ship_armor_regen_add_perc = 0.5
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	}
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	leader_class = {
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		commander
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	}
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	leader_class = { commander }
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	initial = no
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	randomized = no
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}
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@ -437,9 +434,7 @@ RG_leader_trait_scientist_gray = {
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		# ship_speed_mult = 0.5
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		ship_anomaly_generation_chance_mult = -1
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	}
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	leader_class = {
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		scientist
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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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@ -490,9 +485,7 @@ RG_leader_trait_general_gray_skill = {
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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 = {
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		commander
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	}
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	leader_class = { commander }
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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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@ -517,9 +510,7 @@ RG_leader_trait_admiral_fake_dragon = {
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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 = {
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		commander
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	}
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	leader_class = { commander }
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	initial = no
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	randomized = no
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}
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@ -562,9 +553,7 @@ RG_leader_trait_admiral_timed_life = {
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		ship_weapon_damage = 10
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		custom_tooltip_with_modifiers = rg_timed_life_millennium
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	}
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	leader_class = {
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		commander
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	}
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	leader_class = { commander }
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	initial = no
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	randomized = no
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}
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@ -608,9 +597,7 @@ RG_leader_trait_admiral_born_tobe_dragon = {
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		ship_weapon_damage = 0.01
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		custom_tooltip_with_modifiers = rg_timed_life_millennium_reborn
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	}
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	leader_class = {
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		commander
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	}
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	leader_class = { commander }
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	initial = no
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	randomized = no
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}
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