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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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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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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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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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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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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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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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