leader_traits = {

	
##################################
# Common Traits
##################################
	old_guard = { 
		type = all
		allowed = {
			always = no # not gainable
		}
		modifier = {
			experience_gain_factor = -0.25 
			max_dig_in = 1
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	promising_general = { 
		type = corps_commander
		allowed = {
			always = no
		}
		modifier = {
			experience_gain_factor = 0.1 
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	goddess_of_the_night = { 
		type = all
		allowed = {
			always = no
		}
		cost = 1000
		modifier = {
			night = {
				attack = 0.25
				defence = 0.2
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	warrior_princess = { 
		type = all
		allowed = {
			always = no
		}
		cost = 1000
		modifier = {
			combat_width_factor = -0.1
			army_morale_factor = 0.07
		}
		
		ai_will_do = {
			factor = 3
		}
	}
	commissar_general = { 
		type = all
		allowed = {
			always = no
		}
		cost = 1000
		modifier = {
			army_morale_factor = 0.05
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	royal_guard_commander = { 
		type = all
		allowed = {
			always = no
		}
		cost = 1000
		modifier = {
			army_morale_factor = 0.05
			land_reinforce_rate = 0.01
		}
		ai_will_do = {
			factor = 1
		}
	}
	rock_girl = { 
		type = all
		allowed = {
			always = no
		}
		cost = 1000
		modifier = {
			land_reinforce_rate = 0.05
			max_dig_in_factor = 0.30
		}
		ai_will_do = {
			factor = 1
		}
	}
	pinkie_pie_bae = { 
		type = all
		allowed = {
			always = no
		}
		cost = 1000
		modifier = {
			land_reinforce_rate = 0.05
			max_dig_in_factor = 0.1
			army_morale_factor = 0.05
			army_speed_factor = 0.05 
		}
		ai_will_do = {
			factor = 1
		}
	}
	equestrian_prince = { 
		type = all
		
		allowed = {
			always = no
		}
		cost = 1000
		
		modifier = {
			supply_consumption_factor = -0.1
			army_morale_factor = 0.03
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	night_guard = { 
		type = corps_commander
		
		allowed = {
			always = no
		}
		cost = 1000
		
		modifier = {
			night = {
				attack = 0.1
				defence = 0.1
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	sanguinary_prince = { 
		type = all
		
		allowed = {
			always = no
		}
		cost = 1000
		
		modifier = {
			night = {
				attack = 0.15
				defence = 0.15
			}
			army_attack_factor = -0.05
			army_defence_factor = -0.05
			recon_factor = 0.20
			max_planning = 0.05
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	trimmel = { 
 
    type = field_marshal
 
    allowed = {
      always = no
    }
    cost = 1000
    modifier = {
			army_armor_speed_factor = 0.1
			army_armor_attack_factor = 0.2  
			}
	ai_will_do = {
		factor = 1
		}
	}
	
##################################
# Field Marshal traits.
##################################
	logistics_wizard = { 
		type = field_marshal
		
		gain_xp = {
			has_combat_modifier = lack_of_supply
		}
		cost = 1000
		
		modifier = {
			supply_consumption_factor = -0.20
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	offensive_doctrine = { 
		type = field_marshal
		gain_xp = {
			is_attacker = yes
		}
		cost = 1000
		modifier = {
			combat_width_factor = -0.1
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	defensive_doctrine = { 
		type = field_marshal
		gain_xp = {
			is_attacker = no
		}
		cost = 1000
		modifier = {
			max_dig_in_factor = 0.30
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	


	fast_planner = { 
		type = field_marshal
		gain_xp = {
			NOT = { has_trait = thorough_planner }
			has_max_planning = no
			min_planning > 0.1
			is_winning = yes
		}
		cost = 1000
		modifier = {
			planning_speed = 0.10
		}
		
		ai_will_do = {
			factor = 1
		}
	}


	thorough_planner = { 
		type = field_marshal
		gain_xp = {
			NOT = { has_trait = fast_planner }
			has_max_planning = yes
			is_winning = yes
		}
		cost = 1000
		modifier = {
			max_planning = 0.1
		}
		
		ai_will_do = {
			factor = 1
		}
	}


	organisational_leader = { 
		type = field_marshal
		gain_xp = {
			has_reserves = yes	#REVISIT: Require more reserves?
			reserves > 2
			is_winning = yes
		}
		cost = 1000
		modifier = {
			land_reinforce_rate = 0.02
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	inspirational_leader = { 
		type = field_marshal
		gain_xp = {
			less_combat_width_than_opponent = yes
			is_winning = yes
		}
		cost = 1000
		modifier = {
			army_morale_factor = 0.10
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	



##################################
# Corps Commander traits.
##################################


	trickster = { 
		type = corps_commander
		gain_xp = {
			OR = {
				has_flanked_opponent = yes
				opponent = { has_flanked_opponent = yes }
			}
		}
		cost = 500
		modifier = {
			recon_factor = 0.25
		}
		
		ai_will_do = {
			factor = 1
		}
	}




	winter_specialist = { 
		type = corps_commander
		gain_xp = {
			temperature < -10
		}
		cost = 500
		modifier = {
			winter_attrition_factor = -0.5
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	trait_engineer = { 
		type = corps_commander
		gain_xp = {
			OR = {
				has_combat_modifier = fort_attack
				has_combat_modifier = river_crossing
			}
		}
		cost = 1000
		modifier = {
			river = {
				attack = 0.1
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	fortress_buster = {
		type = corps_commander
		gain_xp = {
			OR = {
				has_combat_modifier = fort_attack
				dig_in > 10
			}
		}
		cost = 700
		modifier = {
			fort = {
				attack = 0.2
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	panzer_leader = {
 		type = corps_commander
		gain_xp = {
			hardness > 0.4
		}
		cost = 700
		modifier = {
			army_armor_speed_factor = 0.05 
			army_armor_attack_factor = 0.1 
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	commando = { 
 		type = corps_commander
		gain_xp = {
			OR = {
				temperature < -10
				has_combat_modifier = paradrop
				has_combat_modifier = amphibious_attack
			}
		}
		cost = 700
		modifier = {
			out_of_supply_factor = -0.5
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	desert_fox = { 
 		type = corps_commander
		gain_xp = {
			is_fighting_in_terrain = desert
		}
		cost = 700
		modifier = {
			desert = {
				movement = 0.05
				attack = 0.1
				defence = 0.1
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	swamp_fox = { 
		type = corps_commander
		gain_xp = {
			is_fighting_in_terrain = marsh
		}
		cost = 700
		modifier = {
			marsh = {
				movement = 0.05
				attack = 0.1
				defence = 0.1
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	trait_mountaineer = { 
		type = corps_commander
		gain_xp = {
			is_fighting_in_terrain = mountain
		}
		cost = 700
		modifier = {
			mountain = {
				movement = 0.05
				attack = 0.1
				defence = 0.1
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	hill_fighter = { 
		type = corps_commander
		gain_xp = {
			is_fighting_in_terrain = hills
		}
		cost = 700
		modifier = {
			hills = {
				movement = 0.05
				attack = 0.1
				defence = 0.1
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	jungle_rat = { 
		type = corps_commander
		gain_xp = {
			is_fighting_in_terrain = jungle
		}
		cost = 700
		modifier = {
			jungle = {
				movement = 0.05
				attack = 0.1
				defence = 0.1
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	ranger = { 
		type = corps_commander
		gain_xp = {
			OR = {
				is_fighting_in_terrain = hills
				is_fighting_in_terrain = forest
			}
		}
		cost = 1000
		modifier = {
			forest = {
				movement = 0.05
				attack = 0.1
				defence = 0.1
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	urban_assault_specialist = { 
		type = corps_commander
		gain_xp = {
			is_fighting_in_terrain = urban
		}
		cost = 700
		modifier = {
			urban = {
				movement = 0.05
				attack = 0.1
				defence = 0.1
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	
	naval_invader = {
		type = corps_commander
		gain_xp = {
			is_amphibious_invasion = yes
		}
		cost = 100
		modifier = {
			amphibious_invasion = 0.3 # 30% faster invasions
			invasion_preparation = -0.3
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	bearer_of_artillery = {
		type = corps_commander
		allowed = {
			always = no # not gainable
		}
		modifier = {
			army_artillery_attack_factor = 0.15
		}
		
		ai_will_do = {
			factor = 1
		}
	}

##################################
# Naval traits.
##################################
	old_guard_navy = { 
		type = all
		allowed = {
			always = no # not gainable
		}
		modifier = {
			experience_gain_factor = -0.25 
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	seawolf = { 
		type = navy
		gain_xp = {
			submarine > 0.8 # at least 80% subs
		}
		cost = 700
		modifier = {
			navy_submarine_attack_factor = 0.2 # +X% stronger damage for submarines
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	blockade_runner = { 
		type = navy
		allowed = {
			always = no
		}
		modifier = {
			naval_retreat_chance = 0.2
			naval_retreat_speed = 0.25
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	superior_tactician = { 
		type = navy
		gain_xp = {
			is_winning = yes
		}
		cost = 700
		modifier = {
			ships_at_battle_start = 0.25
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	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
		cost = 700
		modifier = {
			spotting_chance = 0.1
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	fly_swatter = {
		type = navy
		gain_xp = {
			is_fighting_air_units = yes
		}
		cost = 700
		modifier = {
			navy_anti_air_attack_factor = 0.1
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	ironside = {
		type = navy
		gain_xp = {
			capital_ship > 0.0
			opponent = {
				capital_ship > 0.0
			}
		}
		cost = 700
		modifier = {
			navy_capital_ship_defence_factor = 0.1
		}

		ai_will_do = {
			factor = 1
		}		
	}

	air_controller = {
		type = navy
		gain_xp = {
			OR = {
				has_carrier_airwings_on_mission = yes
				has_carrier_airwings_in_own_combat = yes
			}
		}
		cost = 700
		modifier = {
			navy_carrier_air_targetting_factor = 0.1 # Airplanes from carriers has better naval targetting
			sortie_efficiency = 0.1
		}
		
		ai_will_do = {
			factor = 1
		}
	}

}