# leader_traits contain a list of UnitLeaderTrait with the following structure: # trait_key = { # type = all # or either of field_marshal, corps_commander, navy # trait_type = basic_trait # or either of status_trait, personality_trait, assignable_trait, basic_terrain_trait, assignable_terrain_trait, exile # attack_skill = 0 # integer # defense_skill = 0 # integer # logistics_skill = 0 # integer # planning_skill = 0 # integer # maneuvering_skill = 0 # integer # coordination_skill = 0 # integer # attack_skill_factor = 0.0 # decimal # defense_skill_factor = 0.0 # decimal # logistics_skill_factor = 0.0 # decimal # planning_skill_factor = 0.0 # decimal # maneuvering_skill_factor = 0.0 # decimal # coordination_skill_factor = 0.0 # decimal # show_in_combat = yes # boolean # override_effect_tooltip = "" # loc key # custom_effect_tooltip = "" # loc key # custom_prerequisite_tooltip = "" # loc key # custom_gain_xp_trigger_tooltip = "" # loc key # mutually_exclusive = other_trait # trait key # parent = other_trait # trait key # num_parents_needed = -1 # integer, -1 means "all" # gui_row = -1 # integer, starts at 0, -1 means auto # gui_column = -1 # integer, starts at 0, -1 means auto # allowed = trigger # scope is a unit leader # prerequisites = trigger # scope is an unit leader # gain_xp = trigger # scope is a combatant # gain_xp_leader = trigger # scope is a unit leader. ROOT is country you are from and FROM is any target nationality for agents # gain_xp_on_spotting = 0 # integer # modifier = { } # list of modifiers # non_shared_modifier = {} # # corps_commander_modifier = {} # # field_marshal_modifier = {} # # sub_unit_modifiers = { # list of sub unit def # # e.g. # submarine { # units = {} # list of adjusters # # list of modifiers e.g. # naval_visibility = -0.1 # } # } # trait_xp_factor = {} # list of trait_key/decimal # on_add = effect # scope is an unit leader # on_remove = effect # scope is an unit leader # daily_effect = effect # scope is an unit leader # cost = 1000 # integer # ai_will_do = {} # weight # new_commander_weight = {} # weight # enable_ability = ability_key #} leader_traits = { ################################## # Random Personality/Starting traits ################################## old_guard_navy = { type = navy trait_type = personality_trait modifier = { experience_gain_factor = -0.25 } new_commander_weight = { factor = 1 } ai_will_do = { factor = 1 #Military Junta more likely to favor older admirals modifier = { factor = 3 FROM = { check_variable = { ruling_party = 22 } } } } } gentlemanly = { type = navy trait_type = personality_trait modifier = { naval_enemy_retreat_chance = 0.2 navy_org = 5 } new_commander_weight = { factor = 1 } ai_will_do = { factor = 1 #Increased chance for aristocrats modifier = { factor = 3 FROM = { check_variable = { ruling_party = 23 } } } modifier = { factor = 3 FROM = { has_idea = best_of_the_best_naval_academy_spirit } } } } gunnery_expert = { type = navy trait_type = personality_trait modifier = { } trait_xp_factor = { ironside = 0.5 #+100% } new_commander_weight = { factor = 1 modifier = { factor = 3 FROM = { has_idea = best_of_the_best_naval_academy_spirit } } } ai_will_do = { factor = 1 } } cuts_corners = { type = navy trait_type = personality_trait modifier = { naval_damage_factor = 0.2 naval_defense_factor = -0.1 } new_commander_weight = { factor = 1 } ai_will_do = { factor = 1 } } chief_engineer = { type = navy trait_type = personality_trait modifier = { critical_receive_chance = -0.05 } new_commander_weight = { factor = 1 modifier = { factor = 3 FROM = { has_idea = best_of_the_best_naval_academy_spirit } } } ai_will_do = { factor = 1 } } navy_media_personality = { type = navy trait_type = personality_trait modifier = { naval_has_potf_in_combat_attack = 0.1 naval_has_potf_in_combat_defense = 0.1 } new_commander_weight = { factor = 1 modifier = { factor = 3 FROM = { has_idea = best_of_the_best_naval_academy_spirit } } } ai_will_do = { factor = 1 } } bold = { type = navy trait_type = personality_trait modifier = { naval_damage_factor = 0.05 naval_speed_factor = 0.1 } new_commander_weight = { factor = 1 modifier = { factor = 0 has_trait = craven } modifier = { factor = 3 FROM = { has_idea = best_of_the_best_naval_academy_spirit } } } ai_will_do = { factor = 1 } } craven = { type = navy trait_type = personality_trait modifier = { naval_retreat_chance = 0.25 naval_damage_factor = -0.05 } new_commander_weight = { factor = 1 modifier = { factor = 0 has_trait = bold } } ai_will_do = { factor = 1 } } navy_career_officer = { type = navy trait_type = personality_trait modifier = { experience_gain_factor = 0.1 } new_commander_weight = { factor = 1 modifier = { factor = 3 FROM = { has_idea = best_of_the_best_naval_academy_spirit } } } ai_will_do = { factor = 1 } } cruiser_adherent = { type = navy trait_type = personality_trait modifier = { navy_capital_ship_attack_factor = 0.1 navy_anti_air_attack_factor = -0.2 } new_commander_weight = { factor = 1 modifier = { factor = 3 FROM = { has_idea = best_of_the_best_naval_academy_spirit } } } ai_will_do = { factor = 1 } } aviation_enthusiast = { type = navy trait_type = personality_trait modifier = { } trait_xp_factor = { air_controller = 0.5 #+100% } new_commander_weight = { factor = 1 modifier = { factor = 3 FROM = { has_idea = best_of_the_best_naval_academy_spirit } } } ai_will_do = { factor = 1 } } caustic_personality = { type = navy trait_type = personality_trait modifier = { ships_at_battle_start = -0.25 } new_commander_weight = { factor = 1 } ai_will_do = { factor = 1 } } naval_lineage = { type = navy trait_type = personality_trait modifier = { naval_retreat_chance = -0.25 ships_at_battle_start = 0.25 } new_commander_weight = { factor = 1 } ai_will_do = { factor = 1 } } ################################## # Earnable/Assignable Admiral Traits ################################## seawolf = { type = navy gain_xp = { submarine > 0.8 # at least 80% subs } custom_gain_xp_trigger_tooltip = SEAWOLF_TRIGGER_TT cost = 700 modifier = { navy_submarine_attack_factor = 0.2 # +X% stronger damage for submarines } ai_will_do = { factor = 1 } gui_row = 0 gui_column = 0 } silent_hunter = { type = navy modifier = { naval_torpedo_reveal_chance_factor = -0.15 } ai_will_do = { factor = 1 } mutually_exclusive = lancer gui_row = 0 gui_column = 1 trait_type = assignable_trait any_parent = { seawolf } } torpedo_expert = { type = navy modifier = { naval_torpedo_hit_chance_factor = 0.1 } slot = high_command specialist_advisor_trait = navy_submarine_1 expert_advisor_trait = navy_submarine_2 genius_advisor_trait = navy_submarine_3 ai_will_do = { factor = 1 } gui_row = 0 gui_column = 2 trait_type = assignable_trait any_parent = { silent_hunter lancer } } lancer = { type = navy modifier = { naval_torpedo_screen_penetration_factor = 0.25 } ai_will_do = { factor = 1 } mutually_exclusive = silent_hunter gui_row = 1 gui_column = 1 trait_type = assignable_trait any_parent = { seawolf superior_tactician } } loading_drill_master = { type = navy modifier = { naval_torpedo_cooldown_factor = -0.25 } ai_will_do = { factor = 1 } gui_row = 1 gui_column = 2 trait_type = assignable_trait any_parent = { silent_hunter lancer } } fleet_protector = { type = navy gain_xp = { screen_ship > 0.5 } custom_gain_xp_trigger_tooltip = FLEET_PROTECTOR_TRIGGER_TT cost = 500 modifier = { screening_efficiency = 0.2 } slot = high_command specialist_advisor_trait = navy_screen_1 expert_advisor_trait = navy_screen_2 genius_advisor_trait = navy_screen_3 ai_will_do = { factor = 1 } gui_row = 7 gui_column = 0 } destroyer_leader = { type = navy sub_unit_modifiers = { destroyer = { naval_damage_factor = 0.1 naval_torpedo_hit_chance_factor = 0.1 } stealth_destroyer = { naval_damage_factor = 0.1 naval_torpedo_hit_chance_factor = 0.1 } } ai_will_do = { factor = 1 } gui_row = 6 gui_column = 1 trait_type = assignable_trait any_parent = { fly_swatter } } hunter_killer = { type = navy modifier = { navy_submarine_detection_factor = 0.2 } slot = high_command specialist_advisor_trait = navy_anti_submarine_1 expert_advisor_trait = navy_anti_submarine_2 genius_advisor_trait = navy_anti_submarine_3 ai_will_do = { factor = 1 } gui_row = 7 gui_column = 2 trait_type = assignable_trait any_parent = { small_ship_captain } } fly_swatter = { type = navy gain_xp = { is_fighting_air_units = yes } custom_gain_xp_trigger_tooltip = FLY_SWATTER_TRIGGER_TT cost = 300 modifier = { navy_anti_air_attack_factor = 0.1 } slot = high_command specialist_advisor_trait = navy_naval_air_defense_1 expert_advisor_trait = navy_naval_air_defense_2 genius_advisor_trait = navy_naval_air_defense_3 ai_will_do = { factor = 1 } gui_row = 6 gui_column = 0 } small_ship_captain = { type = navy sub_unit_modifiers = { stealth_frigate = { navy_visibility = -0.05 naval_speed_factor = 0.05 naval_damage_factor = 0.1 } stealth_corvette = { navy_visibility = -0.05 naval_speed_factor = 0.05 navy_submarine_detection_factor = 0.1 } frigate = { navy_visibility = -0.05 naval_speed_factor = 0.05 naval_damage_factor = 0.1 } corvette = { navy_visibility = -0.05 naval_speed_factor = 0.05 navy_submarine_detection_factor = 0.1 } } ai_will_do = { factor = 1 } gui_row = 7 gui_column = 1 trait_type = assignable_trait any_parent = { fleet_protector } } search_pattern_expert = { type = navy modifier = { spotting_chance = 0.2 } ai_will_do = { factor = 1 } gui_row = 6 gui_column = 2 trait_type = assignable_trait any_parent = { small_ship_captain destroyer_leader } } superior_tactician = { type = navy gain_xp = { is_winning = yes } custom_gain_xp_trigger_tooltip = SUPERIOR_TACTICIAN_TRIGGER_TT cost = 500 modifier = { positioning = 0.1 } slot = navy_chief specialist_advisor_trait = navy_chief_maneuver_1 expert_advisor_trait = navy_chief_maneuver_2 genius_advisor_trait = navy_chief_maneuver_3 ai_will_do = { factor = 1 } gui_row = 2 gui_column = 0 } lone_wolf = { type = navy modifier = { naval_enemy_fleet_size_ratio_penalty_factor = 0.2 } ai_will_do = { factor = 1 } mutually_exclusive = concealment_expert gui_row = 2 gui_column = 1 trait_type = assignable_trait any_parent = { superior_tactician } } smoke_screen_expert = { type = navy modifier = { naval_retreat_chance = 0.25 } ai_will_do = { factor = 1 } gui_row = 2 gui_column = 2 trait_type = assignable_trait any_parent = { lone_wolf concealment_expert } } concealment_expert = { type = navy modifier = { navy_visibility = -0.1 } slot = navy_chief specialist_advisor_trait = navy_chief_commerce_raiding_1 expert_advisor_trait = navy_chief_commerce_raiding_2 genius_advisor_trait = navy_chief_commerce_raiding_3 ai_will_do = { factor = 1 } mutually_exclusive = lone_wolf gui_row = 3 gui_column = 1 trait_type = assignable_trait any_parent = { superior_tactician blockade_runner } } blockade_runner = { type = navy gain_xp = { #gains XP when running away } custom_gain_xp_trigger_tooltip = BLOCKADE_RUNNER_TRIGGER_TT cost = 500 modifier = { naval_retreat_chance = 0.2 naval_retreat_speed = 0.15 convoy_retreat_speed = 0.05 } ai_will_do = { factor = 1 } gui_row = 4 gui_column = 0 } mine_sweeper = { type = navy modifier = { mines_sweeping_by_fleets_factor = 0.25 naval_mines_effect_reduction = 0.25 } ai_will_do = { factor = 1 } mutually_exclusive = mine_layer gui_row = 4 gui_column = 1 trait_type = assignable_trait any_parent = { spotter blockade_runner } } spotter = { type = navy gain_xp = { # This trigger is not needed as it gets xp from spotting (not by combat) always = no } gain_xp_on_spotting = 10 custom_gain_xp_trigger_tooltip = SPOTTER_TRIGGER_TT cost = 500 modifier = { spotting_chance = 0.1 } ai_will_do = { factor = 1 } gui_row = 5 gui_column = 0 } mine_layer = { type = navy modifier = { mines_planting_by_fleets_factor = 0.25 } ai_will_do = { factor = 1 } mutually_exclusive = mine_sweeper gui_row = 5 gui_column = 1 trait_type = assignable_trait any_parent = { spotter blockade_runner } } air_controller = { type = navy gain_xp = { OR = { has_carrier_airwings_on_mission = yes has_carrier_airwings_in_own_combat = yes } } cost = 500 modifier = { navy_carrier_air_targetting_factor = 0.1 # Airplanes from carriers has better naval targetting sortie_efficiency = 0.1 } ai_will_do = { factor = 1 } gui_row = 9 gui_column = 0 } flight_deck_manager = { type = navy modifier = { sortie_efficiency = 0.1 } slot = high_command specialist_advisor_trait = navy_carrier_1 expert_advisor_trait = navy_carrier_2 genius_advisor_trait = navy_carrier_3 ai_will_do = { factor = 1 } gui_row = 9 gui_column = 1 trait_type = assignable_trait any_parent = { air_controller } } fighter_director = { type = navy modifier = { fighter_sortie_efficiency = 0.2 } ai_will_do = { factor = 1 } mutually_exclusive = dive_bomber mutually_exclusive = torpedo_bomber gui_row = 8 gui_column = 2 trait_type = assignable_trait any_parent = { flight_deck_manager } } dive_bomber = { type = navy sub_unit_modifiers = { cv_mr_fighter = { air_attack_factor = 0.1 air_mission_efficiency = 0.1 } } slot = navy_chief specialist_advisor_trait = navy_chief_naval_aviation_1 expert_advisor_trait = navy_chief_naval_aviation_2 genius_advisor_trait = navy_chief_naval_aviation_3 ai_will_do = { factor = 1 } mutually_exclusive = fighter_director mutually_exclusive = torpedo_bomber gui_row = 9 gui_column = 2 trait_type = assignable_trait any_parent = { flight_deck_manager } } torpedo_bomber = { type = navy sub_unit_modifiers = { cv_light_nav_strike = { air_attack_factor = 0.1 air_mission_efficiency = 0.1 } } slot = high_command specialist_advisor_trait = air_naval_strike_1 expert_advisor_trait = air_naval_strike_2 genius_advisor_trait = air_naval_strike_3 ai_will_do = { factor = 1 } mutually_exclusive = fighter_director mutually_exclusive = dive_bomber gui_row = 10 gui_column = 2 trait_type = assignable_trait any_parent = { flight_deck_manager } } ironside = { type = navy gain_xp = { OR = { capital_ship > 0.0 opponent = { capital_ship > 0.0 } } } custom_gain_xp_trigger_tooltip = IRONSIDE_TRIGGER_TT cost = 500 modifier = { navy_capital_ship_defence_factor = 0.1 } ai_will_do = { factor = 1 } gui_row = 12 gui_column = 0 } big_guns_expert = { type = navy modifier = { navy_capital_ship_attack_factor = 0.15 } slot = high_command specialist_advisor_trait = navy_capital_ship_1 expert_advisor_trait = navy_capital_ship_2 genius_advisor_trait = navy_capital_ship_3 ai_will_do = { factor = 1 } gui_row = 11 gui_column = 1 trait_type = assignable_trait any_parent = { ironside } } marksman = { type = navy modifier = { naval_critical_score_chance_factor = 0.1 } slot = navy_chief specialist_advisor_trait = navy_chief_decisive_battle_1 expert_advisor_trait = navy_chief_decisive_battle_2 genius_advisor_trait = navy_chief_decisive_battle_3 ai_will_do = { factor = 1 } mutually_exclusive = crisis_magician gui_row = 11 gui_column = 2 trait_type = assignable_trait any_parent = { big_guns_expert } } safety_first = { type = navy modifier = { critical_receive_chance = -0.25 } slot = navy_chief specialist_advisor_trait = navy_chief_reform_1 expert_advisor_trait = navy_chief_reform_2 genius_advisor_trait = navy_chief_reform_3 ai_will_do = { factor = 1 } trait_type = assignable_trait any_parent = { ironside } gui_row = 12 gui_column = 1 } crisis_magician = { type = navy modifier = { naval_critical_effect_factor = -0.5 } ai_will_do = { factor = 1 } mutually_exclusive = marksman gui_row = 12 gui_column = 2 trait_type = assignable_trait any_parent = { safety_first } } ground_pounder = { type = navy modifier = { shore_bombardment_bonus = 0.25 } ai_will_do = { factor = 1 } gui_row = 13 gui_column = 1 trait_type = assignable_trait any_parent = { ironside } } ################################## # Admiral Terrain Traits ################################## arctic_water_expert = { type = navy gain_xp = { is_fighting_in_weather = arctic_water } cost = 1000 modifier = { naval_attrition = -0.08 } ai_will_do = { factor = 1 } trait_type = basic_terrain_trait gui_row = 1 } inshore_fighter = { type = navy gain_xp = { is_fighting_in_terrain = water_fjords } cost = 1000 modifier = { water_fjords = { attack = 0.1 movement = 0.1 defence = 0.1 } } ai_will_do = { factor = 1 } trait_type = basic_terrain_trait gui_row = 2 } blue_water_expert = { type = navy gain_xp = { OR = { is_fighting_in_terrain = water_deep_ocean is_fighting_in_terrain = ocean } } cost = 1000 modifier = { water_deep_ocean = { attack = 0.1 movement = 0.1 defence = 0.1 } ocean = { attack = 0.1 movement = 0.1 defence = 0.1 } } slot = high_command specialist_advisor_trait = navy_fleet_logistics_1 expert_advisor_trait = navy_fleet_logistics_2 genius_advisor_trait = navy_fleet_logistics_3 ai_will_do = { factor = 1 } trait_type = basic_terrain_trait gui_row = 3 } green_water_expert = { type = navy gain_xp = { OR = { is_fighting_in_terrain = water_shallow_sea is_fighting_in_terrain = water_littoral } } cost = 1000 modifier = { water_shallow_sea = { attack = 0.1 movement = 0.1 defence = 0.1 } water_littoral = { attack = 0.1 movement = 0.1 defence = 0.1 } } ai_will_do = { factor = 1 } trait_type = basic_terrain_trait gui_row = 4 } }