################### # Governor Traits # ################### RG_leader_trait_governor_gray = { #总督特质 cost = 0 inline_script = { script = trait/icon_psionic CLASS = governor ICON = "GFX_leader_trait_psionic_chosen_one" RARITY = paragon COUNCIL = no TIER = none } immortal_leaders = yes self_modifier = { species_leader_exp_gain = 1 } modifier = { planet_buildings_cost_mult = -0.4 planet_building_build_speed_mult = 0.8 deposit_blockers_cost_mult = -0.4 planet_clear_blocker_time_mult = -0.8 planet_jobs_alloys_produces_mult = 0.25 planet_jobs_engineering_research_produces_mult = 0.25 starbase_shipyard_build_cost_mult = -0.25 starbase_shipyard_build_speed_mult = -0.30 } leader_class = { governor } initial = no randomized = no } RG_leader_trait_ruler_gray = { #天选化身 cost = 0 inline_script = { script = trait/icon_psionic CLASS = governor ICON = "GFX_leader_trait_legendary_spiritualist_two" RARITY = paragon COUNCIL = yes TIER = none } 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 = 2 mult = owner.rg_gray_level } 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 = 3 mult = owner.rg_gray_level } triggered_self_modifier = { potential = { is_councilor = yes owner = { check_variable = { which = rg_gray_level value > 10 } } } leader_skill_levels = 1 leaders_upkeep_mult = 4 mult = owner.rg_gray_level } triggered_modifier = { potential = { is_councilor = yes owner = { check_variable = { which = rg_gray_level value <= 5 } } } country_energy_produces_mult = -0.02 planet_stability_add = -2 mult = owner.rg_gray_level } triggered_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 = -3.5 mult = owner.rg_gray_level } triggered_modifier = { potential = { is_councilor = yes owner = { check_variable = { which = rg_gray_level value > 10 } } } country_energy_produces_mult = -0.04 planet_stability_add = -5 mult = owner.rg_gray_level } triggered_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 = owner.rg_gray_level } leader_class = { governor } initial = no randomized = no } RG_leader_trait_admiral_gray_1 = { #1级舰长 cost = 0 inline_script = { script = trait/icon_psionic CLASS = admiral ICON = "GFX_leader_trait_psionic_chosen_one" RARITY = paragon COUNCIL = no TIER = none } self_modifier = { species_leader_exp_gain = 1 } immortal_leaders = yes modifier = { ship_armor_mult = 1.0 ship_hull_mult = 1.0 ships_upkeep_mult = -0.4 ship_hull_regen_add_perc = 1 ship_armor_regen_add_perc = 1 } leader_class = { admiral } initial = no randomized = no } RG_leader_trait_admiral_gray_2 = { #2级舰长 cost = 0 inline_script = { script = trait/icon_psionic CLASS = admiral ICON = "GFX_leader_trait_psionic_chosen_one" RARITY = paragon COUNCIL = no TIER = none } self_modifier = { species_leader_exp_gain = 1 } immortal_leaders = yes modifier = { ship_armor_mult = 2.0 ship_hull_mult = 2.0 ships_upkeep_mult = -0.4 ship_hull_regen_add_perc = 2 ship_armor_regen_add_perc = 2 } leader_class = { admiral } initial = no randomized = no } RG_leader_trait_admiral_gray = { #3级舰长(默认 cost = 0 inline_script = { script = trait/icon_psionic CLASS = admiral ICON = "GFX_leader_trait_psionic_chosen_one" RARITY = paragon COUNCIL = no TIER = none } self_modifier = { species_leader_exp_gain = 1 } immortal_leaders = yes 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 } leader_class = { admiral } 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 } self_modifier = { species_leader_exp_gain = 1 } immortal_leaders = yes modifier = { all_technology_research_speed = 0.5 ship_archaeological_site_excavation_speed_mult = 0.5 science_ship_survey_speed = 1.0 ship_windup_mult = -1.0 ship_speed_mult = 0.5 ship_anomaly_generation_chance_mult = -1.0 } 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 = 0.50 army_health = 0.35 } leader_class = { general } initial = no randomized = no } RG_leader_trait_general_gray_skill = { destiny_trait = yes inline_script = { script = trait/icon_psionic CLASS = general ICON = "GFX_leader_trait_supreme_warrior" RARITY = paragon COUNCIL = no TIER = none } custom_tooltip_with_modifiers = RG_leader_trait_tempest_incoming_effect triggered_modifier = { potential = { always = yes } army_damage_mult = 0.05 army_health = 0.05 mult = owner.rg_general_skill_combat_daypassed_variable } leader_class = { general } 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 = admiral 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 } modifier = { ship_armor_mult = 0.3 ship_hull_mult = 0.2 ship_weapon_damage = 0.2 } leader_class = { admiral } initial = no randomized = no } RG_leader_trait_admiral_timed_life = { cost = 0 inline_script = { script = trait/icon_psionic CLASS = admiral 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 = 10.0 ship_hull_mult = 10.0 ship_weapon_damage = 10.0 custom_tooltip_with_modifiers = rg_timed_life_millennium } leader_class = { admiral } initial = no randomized = no } RG_leader_trait_admiral_born_tobe_dragon = { cost = 0 inline_script = { script = trait/icon_psionic CLASS = admiral 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 = { admiral } initial = no randomized = no }