@tier1 = 5 @tier2 = 10 @tier3 = 15 leader_traits = { # 1 is worst, 3 is best #Focusing on logistics mean your army has to slow down to manage steady supply army_chief_logistics_1 = { sprite = 6 experience_gain_army = 0.05 supply_consumption_factor = -0.05 command_cap_increase = @tier1 ai_will_do = { factor = 1 } } army_chief_logistics_2 = { sprite = 6 experience_gain_army = 0.075 supply_consumption_factor = -0.10 army_speed_factor = -0.05 command_cap_increase = @tier2 ai_will_do = { factor = 2 } } army_chief_logistics_3 = { sprite = 6 experience_gain_army = 0.10 supply_consumption_factor = -0.15 army_speed_factor = -0.10 command_cap_increase = @tier3 ai_will_do = { factor = 3 } } army_chief_reform_1 = { sprite = 5 experience_gain_army = 0.1 command_cap_increase = @tier1 ai_will_do = { factor = 1 } } army_chief_reform_2 = { sprite = 5 experience_gain_army = 0.15 training_time_factor = 0.05 command_cap_increase = @tier2 ai_will_do = { factor = 2 } } army_chief_reform_3 = { sprite = 5 experience_gain_army = 0.2 training_time_factor = 0.10 command_cap_increase = @tier3 ai_will_do = { factor = 3 } } #Ensuring fast planning reduces morale due to officer bureaucracy army_chief_planning_1 = { # sprite = 5 experience_gain_army = 0.07 planning_speed = 0.05 command_cap_increase = @tier1 ai_will_do = { factor = 1 } } army_chief_planning_2 = { # sprite = 5 experience_gain_army = 0.075 planning_speed = 0.10 army_morale_factor = -0.05 command_cap_increase = @tier2 ai_will_do = { factor = 2 } } army_chief_planning_3 = { # sprite = 5 experience_gain_army = 0.1 planning_speed = 0.15 army_morale_factor = -0.10 command_cap_increase = @tier3 ai_will_do = { factor = 3 } } #Focusing on entrenchment and turtling slows down fast mobilisation army_chief_entrenchment_1 = { sprite = 5 max_dig_in = 3 experience_gain_army = 0.05 command_cap_increase = @tier1 ai_will_do = { factor = 1 } } army_chief_entrenchment_2 = { sprite = 5 max_dig_in = 5 experience_gain_army = 0.075 mobilization_speed = -0.05 command_cap_increase = @tier2 ai_will_do = { factor = 2 } } army_chief_entrenchment_3 = { sprite = 5 max_dig_in = 7 experience_gain_army = 0.1 mobilization_speed = -0.10 command_cap_increase = @tier3 ai_will_do = { factor = 3 } } #Focusing on maneuvering can disorganise troops army_chief_maneuver_1 = { # Ground units move 5% faster sprite = 5 army_speed_factor = 0.05 experience_gain_army = 0.05 command_cap_increase = @tier1 ai_will_do = { factor = 1 } } army_chief_maneuver_2 = { # Ground units move 10% faster sprite = 5 army_speed_factor = 0.1 experience_gain_army = 0.075 army_org_factor = -0.05 command_cap_increase = @tier2 ai_will_do = { factor = 2 } } army_chief_maneuver_3 = { # Ground units move 15% faster sprite = 5 army_speed_factor = 0.15 experience_gain_army = 0.1 army_org_factor = -0.10 command_cap_increase = @tier3 ai_will_do = { factor = 3 } } #Offense at the cost of defence army_chief_offensive_1 = { # +5 Offensive efficiency sprite = 7 army_attack_factor = 0.05 experience_gain_army = 0.05 command_cap_increase = @tier1 ai_will_do = { factor = 1 } } army_chief_offensive_2 = { # +10 Offensive efficiency sprite = 7 army_attack_factor = 0.1 experience_gain_army = 0.075 army_defence_factor = -0.05 command_cap_increase = @tier2 ai_will_do = { factor = 2 } } army_chief_offensive_3 = { # +15 Offensive efficiency sprite = 7 army_attack_factor = 0.15 experience_gain_army = 0.1 army_defence_factor = -0.10 command_cap_increase = @tier3 ai_will_do = { factor = 3 } } #Defense at the cost of offense army_chief_defensive_1 = { # +5 Defensive efficiency sprite = 9 army_defence_factor = 0.05 experience_gain_army = 0.05 command_cap_increase = @tier1 ai_will_do = { factor = 1 } } army_chief_defensive_2 = { # +10 Defensive efficiency sprite = 9 army_defence_factor = 0.1 experience_gain_army = 0.075 army_attack_factor = -0.05 command_cap_increase = @tier2 ai_will_do = { factor = 2 } } army_chief_defensive_3 = { # +15 Defensive efficiency sprite = 9 army_defence_factor = 0.15 experience_gain_army = 0.1 army_attack_factor = -0.1 command_cap_increase = @tier3 ai_will_do = { factor = 3 } } #Organization at the cost of organization regain rate army_chief_organizational_1 = { # Ground units get 4 more Organization sprite = 5 army_org_factor = 0.05 experience_gain_army = 0.05 command_cap_increase = @tier1 ai_will_do = { factor = 1 } } army_chief_organizational_2 = { # Ground units get 8 more Organization sprite = 5 army_org_factor = 0.10 experience_gain_army = 0.075 army_morale_factor = -0.05 command_cap_increase = @tier2 ai_will_do = { factor = 2 } } army_chief_organizational_3 = { # Ground units get 12 more Organization sprite = 5 army_org_factor = 0.15 experience_gain_army = 0.1 army_morale_factor = -0.10 command_cap_increase = @tier3 ai_will_do = { factor = 3 } } #Org regain rate at the cost of organization army_chief_morale_1 = { # Ground units get 4 more Morale sprite = 5 army_morale_factor = 0.05 experience_gain_army = 0.05 command_cap_increase = @tier1 ai_will_do = { factor = 1 } } army_chief_morale_2 = { # Ground units get 8 more Morale sprite = 5 army_morale_factor = 0.10 experience_gain_army = 0.075 army_org_factor = -0.05 command_cap_increase = @tier2 ai_will_do = { factor = 2 } } army_chief_morale_3 = { # Ground units get 12 more Morale sprite = 5 army_morale_factor = 0.15 experience_gain_army = 0.1 army_org_factor = -0.1 command_cap_increase = @tier3 ai_will_do = { factor = 3 } } army_chief_drill_1 = { # Decreases training time for ground units sprite = 5 training_time_army_factor = -0.05 command_cap_increase = @tier1 ai_will_do = { factor = 1 } } army_chief_drill_2 = { # Decreases training time for ground units sprite = 5 training_time_army_factor = -0.1 command_cap_increase = @tier2 ai_will_do = { factor = 2 } } army_chief_drill_3 = { # Decreases training time for ground units sprite = 5 training_time_army_factor = -0.15 command_cap_increase = @tier3 ai_will_do = { factor = 3 } } }