################### # Governor Traits # ################### # leader_trait_governor_gray = { # cost = 0 # inline_script = { # script = trait/icon_psionic # CLASS = official # ICON = "GFX_leader_trait_psionic_chosen_one" # RARITY = paragon # COUNCIL = no # TIER = none # } # immortal_leaders = yes # planet_modifier = { # planet_buildings_cost_mult = -0.4 # planet_building_build_speed_mult = 0.4 # planet_jobs_energy_produces_mult = 0.15 # planet_jobs_minerals_produces_mult = 0.15 # deposit_blockers_cost_mult = -0.4 # planet_clear_blocker_speed_mult = 0.4 # } # sector_modifier = { # planet_buildings_cost_mult = -0.2 # planet_building_build_speed_mult = 0.2 # planet_jobs_energy_produces_mult = 0.075 # planet_jobs_minerals_produces_mult = 0.075 # deposit_blockers_cost_mult = -0.2 # planet_clear_blocker_speed_mult = 0.2 # } # leader_class = { official } # initial = no # randomized = no # } RG_leader_trait_offical_gray = { #唯一特质 cost = 0 inline_script = { script = trait/icon_psionic CLASS = leader ICON = "GFX_leader_trait_psionic_chosen_one" RARITY = paragon COUNCIL = no TIER = none } immortal_leaders = yes triggered_self_modifier = { potential = { always = yes } leader_skill_levels = 1 mult = trigger:has_skill } self_modifier = { species_leader_exp_gain = 1 } councilor_modifier = { all_technology_research_speed = 0.5 } planet_modifier = { planet_buildings_cost_mult = -0.4 planet_building_build_speed_mult = 0.6 planet_jobs_alloys_produces_mult = 0.25 planet_jobs_engineering_research_produces_mult = 0.25 deposit_blockers_cost_mult = -0.4 planet_clear_blocker_time_mult = -0.6 } sector_modifier = { planet_buildings_cost_mult = -0.2 planet_building_build_speed_mult = 0.2 planet_jobs_alloys_produces_mult = 0.1 planet_jobs_engineering_research_produces_mult = 0.1 deposit_blockers_cost_mult = -0.2 planet_clear_blocker_time_mult = -0.2 starbase_shipyard_build_cost_mult = -0.25 starbase_shipyard_build_speed_mult = -0.3 } fleet_modifier = { ship_armor_mult = 3.5 ship_hull_mult = 3.5 ships_upkeep_mult = -0.4 ship_hull_regen_add_perc = 5 ship_armor_regen_add_perc = 5 } army_modifier = { army_collateral_damage_mult = 0.15 army_disengage_chance_mult = 0.5 army_health = 0.35 } modifier = { ship_archaeological_site_excavation_speed_mult = 0.5 science_ship_survey_speed = 1 # ship_windup_mult = -1 # ship_speed_mult = 0.5 ship_anomaly_generation_chance_mult = -1 } triggered_modifier = { potential = { has_astral_planes_dlc = yes } country_astral_rift_speed_mult = 0.5 } leader_class = { rg_nanite_leader } initial = no randomized = no } RG_leader_trait_governor_gray = { #总督特质 cost = 0 inline_script = { script = trait/icon_psionic CLASS = official ICON = "GFX_leader_trait_psionic_chosen_one" RARITY = paragon COUNCIL = no TIER = none } immortal_leaders = yes triggered_self_modifier = { potential = { always = yes } leader_skill_levels = 1 mult = trigger:has_skill } self_modifier = { species_leader_exp_gain = 1 } planet_modifier = { planet_buildings_cost_mult = -0.4 planet_building_build_speed_mult = 0.6 planet_jobs_alloys_produces_mult = 0.25 planet_jobs_engineering_research_produces_mult = 0.25 deposit_blockers_cost_mult = -0.4 planet_clear_blocker_time_mult = -0.6 } sector_modifier = { planet_buildings_cost_mult = -0.2 planet_building_build_speed_mult = 0.2 planet_jobs_alloys_produces_mult = 0.1 planet_jobs_engineering_research_produces_mult = 0.1 deposit_blockers_cost_mult = -0.2 planet_clear_blocker_time_mult = -0.2 starbase_shipyard_build_cost_mult = -0.25 starbase_shipyard_build_speed_mult = -0.3 } leader_class = { official } initial = no randomized = no } RG_leader_trait_ruler_gray = { #天选化身 cost = 0 inline_script = { script = trait/icon_psionic CLASS = leader ICON = "GFX_leader_trait_legendary_spiritualist_two" RARITY = paragon COUNCIL = yes TIER = none } # forced_councilor_trait = yes triggered_self_modifier = { potential = { is_councilor = yes owner = { check_variable = { which = rg_gray_level value <= 5 } } } # leader_skill_levels = 1 leaders_upkeep_mult = 0.1 mult = trigger:has_skill } triggered_self_modifier = { potential = { is_councilor = yes owner = { check_variable = { which = rg_gray_level value >= 5 } check_variable = { which = rg_gray_level value <= 10 } } } # leader_skill_levels = 1 leaders_upkeep_mult = 0.15 mult = trigger:has_skill } triggered_self_modifier = { potential = { is_councilor = yes owner = { check_variable = { which = rg_gray_level value > 10 } } } # leader_skill_levels = 1 leaders_upkeep_mult = 0.2 mult = trigger:has_skill } triggered_councilor_modifier = { potential = { # is_councilor = yes owner = { check_variable = { which = rg_gray_level value <= 5 } } } # country_energy_produces_mult = -0.02 planet_stability_add = -1 mult = trigger:has_skill } triggered_councilor_modifier = { potential = { # is_councilor = yes owner = { check_variable = { which = rg_gray_level value >= 5 } check_variable = { which = rg_gray_level value <= 10 } } } # country_energy_produces_mult = -0.03 planet_stability_add = -1.5 mult = trigger:has_skill } triggered_councilor_modifier = { potential = { # is_councilor = yes owner = { check_variable = { which = rg_gray_level value > 10 } } } # country_energy_produces_mult = -0.04 planet_stability_add = -2 mult = trigger:has_skill } triggered_councilor_modifier = { potential = { always = yes } country_produces_mult = 0.1 country_engineering_research_produces_mult = 0.1 planet_jobs_upkeep_mult = -0.05 planet_buildings_upkeep_mult = -0.05 planet_building_build_speed_mult = 0.1 starbase_shipyard_build_speed_mult = 0.1 megastructure_build_speed_mult = 0.1 country_unity_produces_mult = 0.05 country_base_influence_produces_add = 1 mult = trigger:has_skill } leader_class = { official rg_nanite_leader } initial = no randomized = no } RG_leader_trait_admiral_gray_1 = { #1级舰长 cost = 0 inline_script = { script = trait/icon_psionic CLASS = commander ICON = "GFX_leader_trait_psionic_chosen_one" RARITY = paragon COUNCIL = no TIER = none } triggered_self_modifier = { potential = { always = yes } leader_skill_levels = 1 mult = trigger:has_skill } self_modifier = { species_leader_exp_gain = 1 } immortal_leaders = yes fleet_modifier = { ship_armor_mult = 1 ship_hull_mult = 1 ships_upkeep_mult = -0.4 ship_hull_regen_add_perc = 1 ship_armor_regen_add_perc = 1 } army_modifier = { army_collateral_damage_mult = 0.05 army_disengage_chance_mult = 0.3 army_health = 0.15 } leader_class = { commander } initial = no randomized = no } RG_leader_trait_admiral_gray_2 = { #2级舰长 cost = 0 inline_script = { script = trait/icon_psionic CLASS = commander ICON = "GFX_leader_trait_psionic_chosen_one" RARITY = paragon COUNCIL = no TIER = none } triggered_self_modifier = { potential = { always = yes } leader_skill_levels = 1 mult = trigger:has_skill } self_modifier = { species_leader_exp_gain = 1 } immortal_leaders = yes fleet_modifier = { ship_armor_mult = 2 ship_hull_mult = 2 ships_upkeep_mult = -0.4 ship_hull_regen_add_perc = 2 ship_armor_regen_add_perc = 2 } army_modifier = { army_collateral_damage_mult = 0.1 army_disengage_chance_mult = 0.4 army_health = 0.25 } leader_class = { commander } initial = no randomized = no } RG_leader_trait_admiral_gray = { #3级舰长(默认 cost = 0 inline_script = { script = trait/icon_psionic CLASS = commander ICON = "GFX_leader_trait_psionic_chosen_one" RARITY = paragon COUNCIL = no TIER = none } triggered_self_modifier = { potential = { always = yes } leader_skill_levels = 1 mult = trigger:has_skill } self_modifier = { species_leader_exp_gain = 1 } immortal_leaders = yes fleet_modifier = { ship_armor_mult = 3.5 ship_hull_mult = 3.5 ships_upkeep_mult = -0.4 ship_hull_regen_add_perc = 5 ship_armor_regen_add_perc = 5 } army_modifier = { army_collateral_damage_mult = 0.15 army_disengage_chance_mult = 0.5 army_health = 0.35 } leader_class = { commander } initial = no randomized = no } RG_leader_trait_admiral_nanorebuild_gray = { cost = 0 inline_script = { script = trait/icon_psionic CLASS = leader ICON = "GFX_leader_trait_nanorebuild" RARITY = paragon COUNCIL = no TIER = none } custom_tooltip_with_modifiers = RG_leader_trait_admiral_nanorebuild_effect fleet_modifier = { ship_armor_mult = 0.5 ship_hull_mult = 0.5 ships_upkeep_mult = -0.1 ship_hull_regen_add_perc = 0.5 ship_armor_regen_add_perc = 0.5 } triggered_army_modifier = { potential = { always = yes } army_damage_mult = 0.05 army_health = 0.05 mult = owner.rg_general_skill_combat_daypassed_variable } leader_class = { commander rg_nanite_leader } initial = no randomized = no } RG_leader_trait_scientist_gray = { #科学家特质 cost = 0 inline_script = { script = trait/icon_psionic CLASS = scientist ICON = "GFX_leader_trait_psionic_chosen_one" RARITY = paragon COUNCIL = no TIER = none } triggered_self_modifier = { potential = { always = yes } leader_skill_levels = 1 mult = trigger:has_skill } self_modifier = { species_leader_exp_gain = 1 } immortal_leaders = yes councilor_modifier = { all_technology_research_speed = 0.5 } modifier = { ship_archaeological_site_excavation_speed_mult = 0.5 science_ship_survey_speed = 1 # ship_windup_mult = -1 # ship_speed_mult = 0.5 ship_anomaly_generation_chance_mult = -1 } leader_class = { scientist } initial = no randomized = no } # RG_leader_trait_general_gray = { # #将军特质 # cost = 0 # inline_script = { # script = trait/icon_psionic # CLASS = general # ICON = "GFX_leader_trait_psionic_chosen_one" # RARITY = paragon # COUNCIL = no # TIER = none # } # self_modifier = { # species_leader_exp_gain = 1 # } # immortal_leaders = yes # modifier = { # army_collateral_damage_mult = 0.15 # army_disengage_chance_mult = 0.5 # army_health = 0.35 # } # leader_class = { # general # } # initial = no # randomized = no # } # 与舰长技能合并,弃用 # RG_leader_trait_general_gray_skill = { # destiny_trait = yes # inline_script = { # script = trait/icon_psionic # CLASS = commander # ICON = "GFX_leader_trait_supreme_warrior" # RARITY = paragon # COUNCIL = no # TIER = none # } # custom_tooltip_with_modifiers = RG_leader_trait_tempest_incoming_effect # triggered_army_modifier = { # potential = { # always = yes # } # army_damage_mult = 0.05 # army_health = 0.05 # mult = owner.rg_general_skill_combat_daypassed_variable # } # leader_class = { commander } # initial = no # randomized = no # destiny_background_icon = "GFX_leader_background_destiny_1" # } RG_leader_trait_admiral_fake_dragon = { cost = 0 inline_script = { script = trait/icon_psionic CLASS = commander ICON = "GFX_leader_trait_adaptable" RARITY = paragon COUNCIL = no TIER = none } self_modifier = { # 不知道什么时候专属特质加100%经验率已经变成国际公约力 species_leader_exp_gain = 1 } fleet_modifier = { ship_armor_mult = 0.3 ship_hull_mult = 0.2 ship_weapon_damage = 0.2 } leader_class = { commander } initial = no randomized = no } RG_leader_trait_admiral_timed_life = { cost = 0 inline_script = { script = trait/icon_psionic CLASS = commander ICON = "GFX_leader_trait_ethereal" RARITY = paragon COUNCIL = no TIER = none } triggered_modifier = { potential = { owner = { check_variable = { which = rg_fake_dragon_timedlife_counter value <= 1000 } } } ship_armor_mult = 0.01 ship_hull_mult = 0.01 ship_weapon_damage = 0.01 mult = owner.rg_fake_dragon_timedlife_counter } triggered_modifier = { potential = { owner = { check_variable = { which = rg_fake_dragon_timedlife_counter value > 1000 } } } ship_armor_mult = 10 ship_hull_mult = 10 ship_weapon_damage = 10 custom_tooltip_with_modifiers = rg_timed_life_millennium } leader_class = { commander } initial = no randomized = no } RG_leader_trait_admiral_born_tobe_dragon = { cost = 0 inline_script = { script = trait/icon_psionic CLASS = commander ICON = "GFX_leader_trait_ethereal" RARITY = paragon COUNCIL = no TIER = none } immortal_leaders = yes triggered_modifier = { potential = { owner = { check_variable = { which = rg_fake_dragon_timedlife_counter value <= 1000 } } } ship_armor_mult = 0.01 ship_hull_mult = 0.01 ship_weapon_damage = 0.01 mult = owner.rg_fake_dragon_timedlife_counter } triggered_modifier = { potential = { owner = { check_variable = { which = rg_fake_dragon_timedlife_counter value > 1000 } } } ship_armor_mult = 0.01 ship_hull_mult = 0.01 ship_weapon_damage = 0.01 custom_tooltip_with_modifiers = rg_timed_life_millennium_reborn } leader_class = { commander } initial = no randomized = no }