########################
# LEADERSHIP TRAITS
########################

aggressive_leader = {
	leader = yes

	command_modifier = {
		pursue = 0.25
		damage = 0.1
		defence = -0.1
	}
}

cavalry_leader = {
	leader = yes

	command_modifier = {
		cavalry = 0.2
	}
}

defensive_leader = {
	leader = yes

	command_modifier = {
		defence = 0.25
		damage = -0.1
	}
}

desert_expert = {
	leader = yes
	random = no

	command_modifier = {
		terrain = desert
	}

	male_insult = INSULT_DESERT_RAT
	female_insult = INSULT_DESERT_RAT
}

direct_leader = {
	leader = yes

	command_modifier = {
		center = 0.2
	}
}

flanker = {
	leader = yes

	command_modifier = {
		flank = 0.2
	}
}

flat_terrain_expert = {
	leader = yes
	random = no

	command_modifier = {
		terrain = plains
		terrain = farmlands
		terrain = steppe
		# terrain = savanna
	}
}

heavy_infantry_leader = {
	leader = yes

	command_modifier = {
		heavy_infantry = 0.2
	}
}

holy_warrior = {
	leader = yes

	command_modifier = {
		religious_enemy = 0.3
	}

	male_compliment = COMPL_HOLY_WARRIOR
	female_compliment = COMPL_HOLY_WARRIOR
	male_insult = INSULT_FANATIC
	female_insult = INSULT_FANATIC
}

inspiring_leader = {
	leader = yes

	command_modifier = {
		morale_offence = 0.15
		morale_defence = 0.15
	}
}

jungle_expert = {
	leader = yes
	random = no

	command_modifier = {
		terrain = jungle
	}

	male_insult = INSULT_JUNGLE_SNAKE
	female_insult = INSULT_JUNGLE_SNAKE
}

levy_coordinator = { # Way of the Tiger
	leader = yes

	potential = {
		OR = {
			culture = han
			has_character_flag = taught_chinese_strategy
			has_character_flag = originated_from_chinese_court
		}
	}

	command_modifier = {
		flank = 0.2
		speed = 0.3
		retreat = 0.2
	}
}

light_foot_leader = {
	leader = yes

	command_modifier = {
		light_infantry = 0.2
	}
}

logistics_expert = { # Way of the Dog
	leader = yes

	potential = {
		OR = {
			culture = han
			has_character_flag = taught_chinese_strategy
			has_character_flag = originated_from_chinese_court
		}
	}

	attrition = -0.5
	days_of_supply = 30

	command_modifier = {
		center = 0.2
	}
}

master_of_flame = { # Way of the Dragon
	leader = yes

	potential = {
		OR = {
			culture = han
			has_character_flag = taught_chinese_strategy
			has_character_flag = originated_from_chinese_court
		}
	}

	command_modifier = {
		damage = 0.2
		morale_offence = 0.2
	}
}

mountain_expert = {
	leader = yes
	random = no

	command_modifier = {
		terrain = mountain
	}
}

battlefield_terrain_master = {
	leader = yes

	command_modifier = {
		narrow_flank = 0.5
	}
}

organizer = {
	leader = yes

	command_modifier = {
		speed = 0.1
		retreat = 0.1
	}
}

rough_terrain_expert = {
	leader = yes
	random = no

	command_modifier = {
		terrain = forest
		terrain = hills
	}
}

sapper = { # Way of the Leopard
	leader = yes

	potential = {
		OR = {
			culture = han
			has_character_flag = taught_chinese_strategy
			has_character_flag = originated_from_chinese_court
		}
	}

	command_modifier = {
		terrain = forest
		terrain = hills
		siege = 0.5
	}
}

siege_leader = {
	leader = yes

	command_modifier = {
		siege = 0.4
	}
}

trickster = {
	leader = yes

	command_modifier = {
		random = 0.3
	}
}

unyielding_leader = {
	leader = yes

	command_modifier = {
		morale_defence = 0.2
		defence = 0.1
	}
}

war_elephant_leader = {
	leader = yes
	random = no

	command_modifier = {
		war_elephants = 0.2
		morale_offence = 0.2
	}
}

winter_soldier = {
	leader = yes
	random = no

	command_modifier = {
		winter_supply = 4
		winter_combat = 0.5
	}
}

### Warrior Lodge specific leader traits ###
baltic_leader = {
	leader = yes
	random = no

	command_modifier = {
		terrain = forest
		defence = 0.15
		flank = 0.3
	}
}

bon_leader = {
	leader = yes
	random = no

	command_modifier = {
		terrain = mountain
		terrain = hills
		speed = 0.1
		light_infantry = 0.2
	}
}

finnish_leader = {
	leader = yes
	random = no

	command_modifier = {
		terrain = arctic
		winter_combat = 0.25
		winter_supply = 3
		defence = 0.1
	}
}

hellenic_leader = {
	leader = yes
	random = no

	command_modifier = {
		speed = 0.1
		morale_defence = 0.2
		morale_offence = 0.3
	}
}

norse_leader = {
	leader = yes
	random = no

	trait_effect_capture_commanders = 1 # Bonus to capturing commanders

	command_modifier = {
		heavy_infantry = 0.25
	}
}

slavic_leader = {
	leader = yes
	random = no

	command_modifier = {
		terrain = plains
		morale_defence = 0.2
		morale_offence = 0.2
	}
}

tengri_leader = {
	leader = yes
	random = no

	command_modifier = {
		terrain = steppe
		terrain = plains
		terrain = farmlands
		light_cavalry = 0.2
		knights = 0.1
	}
}

west_african_leader = {
	leader = yes
	random = no

	command_modifier = {
		terrain = desert
		light_infantry = 0.2
		light_cavalry = 0.2
	}
}

zun_leader = {
	leader = yes
	random = no

	command_modifier = {
		terrain = desert
		terrain = mountain
		siege = 0.2
		speed = 0.1
	}
}
