###################
# 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
	}
	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
	}
	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
	}
	triggered_desc = {
		# Show key if trigger/exclusive_trigger is true.
		trigger = {
			owner = {
				check_variable = {
					which = rg_fake_dragon_timedlife_counter
					value > 1000
				}
			}
		}
		# Trigger appends additional localization key to existing text. THIS = Leader
		text = rg_timed_life_millennium_reborn
	}
	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
	}
	triggered_desc = {
		# Show key if trigger/exclusive_trigger is true.
		trigger = {
			owner = {
				check_variable = {
					which = rg_fake_dragon_timedlife_counter
					value > 1000
				}
			}
		}
		# Trigger appends additional localization key to existing text. THIS = Leader
		text = rg_timed_life_millennium_reborn
	}
	leader_class = {
		commander
	}
	initial = no
	randomized = no
}