#Leadership traits
#INCLUDES ELDER KINGS LEVELLED TRAITS
light_foot_leader = {
	leader = yes
	
	potential = {
		NOR = {
			trait = light_foot_leader_2
			trait = light_foot_leader_3
		}
	}
	
	command_modifier = {
		light_infantry = 0.1
	}
}
light_foot_leader_2 = {
	leader = yes
	random = no
	
	potential = {
		NOR = {
			trait = light_foot_leader
			trait = light_foot_leader_3
		}
	}
	
	opposites = {
		cavalry_leader
		heavy_infantry_leader
	}
	
	command_modifier = {
		light_infantry = 0.2
	}
}
light_foot_leader_3 = {
	leader = yes
	random = no
	
	potential = {
		NOR = {
			trait = light_foot_leader_2
			trait = light_foot_leader
		}
	}
	
	opposites = {
		cavalry_leader
		heavy_infantry_leader
	}
	
	command_modifier = {
		light_infantry = 0.3
	}
}

heavy_infantry_leader = {
	leader = yes
	
	potential = {
		NOR = {
			trait = heavy_infantry_leader_2
			trait = heavy_infantry_leader_3
		}
	}
	
	command_modifier = {
		heavy_infantry = 0.1
	}
}
heavy_infantry_leader_2 = {
	leader = yes
	random = no
	
	potential = {
		NOR = {
			trait = heavy_infantry_leader_3
			trait = heavy_infantry_leader
		}
	}
	
	opposites = {
		light_foot_leader
		cavalry_leader
	}
	
	command_modifier = {
		heavy_infantry = 0.2
	}
}
heavy_infantry_leader_3 = {
	leader = yes
	random = no
	
	potential = {
		NOR = {
			trait = heavy_infantry_leader
			trait = heavy_infantry_leader_2
		}
	}
	
	opposites = {
		light_foot_leader
		cavalry_leader
	}
	
	command_modifier = {
		heavy_infantry = 0.3
	}
}

cavalry_leader = {
	leader = yes
	
	potential = {
		NOR = {
			trait = cavalry_leader_2
			trait = cavalry_leader_3
		}
	}
	
	command_modifier = {
		cavalry = 0.1
	}
}
cavalry_leader_2 = {
	leader = yes
	random = no
	
	potential = {
		NOR = {
			trait = cavalry_leader
			trait = cavalry_leader_3
		}
	}
	
	opposites = {
		light_foot_leader
		heavy_infantry_leader
	}
	
	command_modifier = {
		cavalry = 0.2
	}
}
cavalry_leader_3 = {
	leader = yes
	random = no
	
	potential = {
		NOR = {
			trait = cavalry_leader
			trait = cavalry_leader_2
		}
	}
	
	opposites = {
		light_foot_leader
		heavy_infantry_leader
	}
	
	command_modifier = {
		cavalry = 0.3
	}
}

inspiring_leader = {
	leader = yes
	
	potential = {
		NOR = {
			trait = inspiring_leader_2
			trait = inspiring_leader_3
		}
	}
	
	vassal_opinion = 1
	
	command_modifier = {
		morale_defence = 0.1
		center = 0.1
	}
}
inspiring_leader_2 = {
	leader = yes
	random = no
	
	potential = {
		NOR = {
			trait = inspiring_leader
			trait = inspiring_leader_3
		}
	}
	
	vassal_opinion = 2
	
	command_modifier = {
		morale_defence = 0.15
		center = 0.15
	}
}
inspiring_leader_3 = {
	leader = yes
	random = no
	
	potential = {
		NOR = {
			trait = inspiring_leader
			trait = inspiring_leader_2
		}
	}
	
	vassal_opinion = 3
	
	command_modifier = {
		morale_defence = 0.25
		center = 0.25
	}
}

trickster = {
	leader = yes
	
	potential = {
		NOR = {
			trait = trickster_2
			trait = trickster_3
		}
	}
	
	command_modifier = {
		random = 0.1
	}
}
trickster_2 = {
	leader = yes
	random = no
	
	potential = {
		NOR = {
			trait = trickster
			trait = trickster_3
		}
	}
	
	command_modifier = {
		random = 0.2
	}
}
trickster_3 = {
	leader = yes
	random = no
	
	potential = {
		NOR = {
			trait = trickster
			trait = trickster_2
		}
	}
	
	command_modifier = {
		random = 0.3
	}
}

organizer = {
	leader = yes
	
	potential = {
		NOR = {
			trait = organizer_2
			trait = organizer_3
		}
	}
	
	command_modifier = {
		speed = 0.1
		retreat = 0.1
	}
}
organizer_2 = {
	leader = yes
	random = no
	
	potential = {
		NOR = {
			trait = organizer
			trait = organizer_3
		}
	}
	
	command_modifier = {
		speed = 0.1
		retreat = 0.2
	}
}
organizer_3 = {
	leader = yes
	random = no
	
	potential = {
		NOR = {
			trait = organizer
			trait = organizer_2
		}
	}
	
	command_modifier = {
		speed = 0.15
		retreat = 0.25
	}
}

defensive_leader = {
	leader = yes
	
	potential = {
		NOR = {
			trait = defensive_leader_2
			trait = defensive_leader_3
		}
	}
	
	opposites = {
		aggressive_leader
	}
	
	command_modifier = {
		defence = 0.1
	}
}
defensive_leader_2 = {
	leader = yes
	random = no
	
	potential = {
		NOR = {
			trait = defensive_leader
			trait = defensive_leader_3
		}
	}
	
	opposites = {
		aggressive_leader
	}
	
	command_modifier = {
		defence = 0.2
		damage = -0.05
	}
}
defensive_leader_3 = {
	leader = yes
	random = no
	
	potential = {
		NOR = {
			trait = defensive_leader
			trait = defensive_leader_2
		}
	}
	
	opposites = {
		aggressive_leader
	}
	
	command_modifier = {
		defence = 0.3
		damage = -0.1
	}
}

# Renamed to "Direct Leader"
experimenter = {
	leader = yes
	
	potential = {
		NOR = {
			trait = experimenter_2
			trait = experimenter_3
		}
	}
	
	command_modifier = {
		center = 0.1
	}
}
experimenter_2 = {
	leader = yes
	random = no
	
	potential = {
		NOR = {
			trait = experimenter
			trait = experimenter_3
		}
	}
	
	command_modifier = {
		center = 0.2
	}
}
experimenter_3 = {
	leader = yes
	random = no
	
	potential = {
		NOR = {
			trait = experimenter_2
			trait = experimenter
		}
	}
	
	command_modifier = {
		center = 0.3
	}
}

flanker = {
	leader = yes
	
	potential = {
		NOR = {
			trait = flanker_2
			trait = flanker_3
		}
	}
	
	command_modifier = {
		flank = 0.1
	}
}
flanker_2 = {
	leader = yes
	random = no
	
	potential = {
		NOR = {
			trait = flanker
			trait = flanker_3
		}
	}
	
	command_modifier = {
		flank = 0.2
	}
}
flanker_3 = {
	leader = yes
	random = no
	
	potential = {
		NOR = {
			trait = flanker_2
			trait = flanker
		}
	}
	
	command_modifier = {
		flank = 0.3
	}
}

aggressive_leader = {
	leader = yes
	
	potential = {
		NOR = {
			trait = aggressive_leader_2
			trait = aggressive_leader_3
		}
	}
	
	opposites = {
		defensive_leader
	}
	
	command_modifier = {
		pursue = 0.25
		damage = 0.1
	}
}
aggressive_leader_2 = {
	leader = yes
	random = no
	
	potential = {
		NOR = {
			trait = aggressive_leader
			trait = aggressive_leader_3
		}
	}
	
	opposites = {
		defensive_leader
	}
	
	command_modifier = {
		pursue = 0.375
		damage = 0.15
		defence = -0.05
	}
}
aggressive_leader_3 = {
	leader = yes
	random = no
	
	potential = {
		NOR = {
			trait = aggressive_leader
			trait = aggressive_leader_2
		}
	}
	
	opposites = {
		defensive_leader
	}
	
	command_modifier = {
		pursue = 0.5
		damage = 0.2
		defence = -0.1
	}
}

siege_leader = {
	leader = yes
	
	potential = {
		NOR = {
			trait = siege_leader_2
			trait = siege_leader_3
		}
	}
	
	command_modifier = {
		siege = 0.25
	}
}
siege_leader_2 = {
	leader = yes
	random = no
	
	potential = {
		NOR = {
			trait = siege_leader
			trait = siege_leader_3
		}
	}
	
	command_modifier = {
		siege = 0.35
	}
}
siege_leader_3 = {
	leader = yes
	random = no
	
	potential = {
		NOR = {
			trait = siege_leader_2
			trait = aggressive_leader_2
		}
	}
	
	command_modifier = {
		siege = 0.5
	}
}

flat_terrain_leader = {
	leader = yes
	
	command_modifier = {
		terrain = plains
		terrain = farmlands
		terrain = steppe
	}
}

rough_terrain_leader = {
	leader = yes
	
	command_modifier = {
		terrain = forest
		terrain = woods
		terrain = hills
	}
}

mountain_terrain_leader = {
	leader = yes
	
	command_modifier = {
		terrain = mountain
	}
}

desert_terrain_leader = {
	leader = yes
	
	command_modifier = {
		terrain = desert
		terrain = alikr_desert
	}

	male_insult = INSULT_DESERT_RAT
	female_insult = INSULT_DESERT_RAT
}

jungle_terrain_leader = {
	leader = yes
	
	command_modifier = {
		terrain = jungle
		terrain = valen_woods
	}

	male_insult = INSULT_JUNGLE_SNAKE
	female_insult = INSULT_JUNGLE_SNAKE
}

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
}

unyielding_leader = {
	leader = yes
	
	command_modifier = {
		morale_defence = 0.2
		defence = 0.1
		siege = 0.025
	}
}

narrow_flank_leader = {
	leader = yes
	
	command_modifier = {
		narrow_flank = 0.25
	}
}
narrow_flank_leader_2 = {
	leader = yes
	random = no
	
	command_modifier = {
		narrow_flank = 0.35
	}
}
narrow_flank_leader_3 = {
	leader = yes
	random = no
	
	command_modifier = {
		narrow_flank = 0.5
	}
}

winter_soldier = {
	leader = yes
	random = no
	
	command_modifier = {
		winter_supply = 4
		winter_combat = 0.5
	}	
}

#ELDER KINGS LEADER TRAITS
veteran_leader_1 = {
	#leader = yes
	random = no
	
	customizer = no
	
	command_modifier = {
		morale_defence = 0.025
		morale_offence = 0.025
	}
}
veteran_leader_2 = {
	#leader = yes
	random = no
	
	customizer = no
	
	command_modifier = {
		morale_defence = 0.05
		morale_offence = 0.05
		damage = 0.025
		defence = 0.025
	}
}
veteran_leader_3 = {
	#leader = yes
	random = no
	
	customizer = no
	
	command_modifier = {
		morale_defence = 0.075
		morale_offence = 0.075
		damage = 0.05
		defence = 0.05
		pursue = 0.025
		siege = 0.025
	}
}
veteran_leader_4 = {
	#leader = yes
	random = no
	
	customizer = no
	
	command_modifier = {
		morale_defence = 0.1
		morale_offence = 0.1
		damage = 0.075
		defence = 0.075
		pursue = 0.05
		speed = 0.025
		retreat = 0.025
		siege = 0.025
	}
}
veteran_leader_5 = {
	#leader = yes
	random = no
	
	customizer = no
	
	command_modifier = {
		morale_defence = 0.125
		morale_offence = 0.125
		damage = 0.1
		defence = 0.1
		pursue = 0.075
		speed = 0.05
		retreat = 0.05
		siege = 0.05
	}
}
swamp_terrain_leader = {
	leader = yes
	
	command_modifier = {
		terrain = marsh
		terrain = argonia
		terrain = mangrove_swamp
	}
}
extreme_terrain_leader = {
	leader = yes
		
	command_modifier = {
		terrain = wasteland
		terrain = ashlands
		terrain = arctic
	}
}
lead_from_rear = {
	leader = yes
	
	opposites = {
		lead_from_fore
	}
	
	command_modifier = {
		defence = 0.2
		retreat = 0.1
		#speed = -0.1
		#morale_offence = -0.1
	}
}
lead_from_fore = {
	leader = yes
	
	vassal_opinion = 5
	
	opposites = {
		lead_from_rear
	}
	
	command_modifier = {
		center = 0.1
		morale_offence = 0.1
		morale_defence = 0.1
		#defence = -0.1
		#retreat = -0.1
	}
}
bloody_commander = {
	leader = yes
	random = no
	
	church_opinion = -5
	
	command_modifier = {
		retreat = -0.25
		defence = -0.25
		morale_defence = -0.25
		damage = 0.5
		morale_offence = 0.5
		pursue = 1.0
	}
	
	daedra_boethiah_opinion = 8
	daedra_mehrunes_opinion = 8
}
