# 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 = { ################################## # status traits ################################## sick = { type = all trait_type = status_trait non_shared_modifier = { skill_bonus_factor = -0.5 cannot_use_abilities = 1 } } wounded = { type = all trait_type = status_trait non_shared_modifier = { skill_bonus_factor = -0.5 cannot_use_abilities = 1 } } reassigned = { type = all trait_type = status_trait non_shared_modifier = { skill_bonus_factor = -1 cannot_use_abilities = 1 } } disgruntled = { type = all trait_type = status_trait attack_skill = -2 defense_skill = -2 logistics_skill = -2 planning_skill = -2 } demoted = { type = all trait_type = status_trait attack_skill = -1 defense_skill = -1 logistics_skill = -1 planning_skill = -1 } substance_abuser = { type = all trait_type = status_trait } substance_addict = { type = all trait_type = status_trait allowed = { has_trait = substance_abuser } attack_skill = -2 defense_skill = -2 logistics_skill = -2 planning_skill = -2 } hidden_sympathies = { type = all trait_type = status_trait } recently_promoted = { type = all trait_type = status_trait attack_skill = -1 defense_skill = -1 logistics_skill = -1 planning_skill = -1 } ################################## # Special trait for exiled leaders ################################## exiled_leader = { type = land trait_type = exile gain_xp = { always = no # not gainable } modifier = { exiled_divisions_attack_factor = 0.1 own_exiled_divisions_attack_factor = 0.05 exiled_divisions_defense_factor = 0.1 own_exiled_divisions_defense_factor = 0.05 } ai_will_do = { factor = 1 } new_commander_weight = { factor = 0 } } ############################## ### USoE leaders ############################## military_reorganization = { type = all trait_type = status_trait attack_skill = -3 defense_skill = -3 logistics_skill = -3 planning_skill = -3 } ############################## ### Foreign-aligned network traits ############################## chinese_aligned = { type = land trait_type = personality_trait modifier = { planning_speed = 0.05 max_planning_factor = 0.05 } ai_will_do = { factor = 1 } new_commander_weight = { factor = 0 } } }