
# All leaders will have a common trait-point value set in defines, which they use to grab traits

# leader_trait = yes - this tags the trait as a leader-trait and not a species-trait
# initial = no - if set to no, this trait can not be granted to leaders when they are generated
# leader_class = { admiral scientist }  -- OR  - if not set, it can be given to all leader-types except Rulers
# requires_traits = { trait_psionic } -- AND - leader-trait can only be randomly given on generation if the leaders species has this trait
# requires_governments = { despotic_hegemony ai_overlordship } -- OR - leader-trait can only be randomly given on generation if the Empire has this type of government form
# prerequisites = { tech_psionic_theory } - AND - leader-trait can only be given if the technology specified has been researched by the Empire

##################
# General Traits #
##################

leader_trait_defender = {
	cost = 1
	modification = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_defender.dds"
	modifier = {
		army_defense_morale_mult = 0.2
		army_defense_damage_mult = 0.2
	}
	leader_trait = yes
	leader_class = { general }
	opposites = { "leader_trait_attacker" }
}

leader_trait_attacker = {
	cost = 1
	modification = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_attacker.dds"
	modifier = {
		army_attack_morale_mult = 0.2
		army_attack_damage_mult = 0.2
	}
	leader_trait = yes
	leader_class = { general }
	opposites = { "leader_trait_defender" }
}

leader_trait_charismatic = {
	cost = 1
	modification = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_charismatic.dds"
	modifier = {
		army_morale = 0.25
	}
	leader_trait = yes
	leader_class = { general }
}

leader_trait_butcher = {
	cost = 1
	modification = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_butcher.dds"
	modifier = {
		army_damage_mult = 0.2
	}
	leader_trait = yes
	leader_class = { general }
	opposites = { "leader_trait_armchair_commander" }
}

leader_trait_glory_seeker = {
	cost = 1
	modification = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_glory_seeker.dds"
	modifier = {
		army_morale = 0.1
		army_damage_mult = 0.1
	}
	leader_trait = yes
	leader_class = { general }
	opposites = { "leader_trait_armchair_commander" }
}

leader_trait_armchair_commander = {
	cost = 1
	modification = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_armchair_commander.dds"
	modifier = {
		army_morale = -0.1
		army_damage_mult = -0.1
	}
	leader_trait = yes
	leader_class = { general }
	opposites = { "leader_trait_glory_seeker" "leader_trait_butcher" }
}

leader_trait_army_logistician = {
	cost = 1
	modification = no
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_army_logistician.dds"
	modifier = {
		army_upkeep_mult = -0.2
	}
	leader_trait = yes
	leader_class = { general }
}