leader_traits = {

	
##################################
# Common Traits
##################################
	old_guard = { 
		type = all
		trait_type = personality_trait
		
		modifier = {
			max_dig_in = 1
		}
		
		non_shared_modifier = {
			experience_gain_factor = -0.25
		}
	}
	
	
	brilliant_strategist = { 
		type = all
		trait_type = personality_trait
		
		attack_skill = 1
		planning_skill = 1
		
		attack_skill_factor = 1
		planning_skill_factor = 1
	}
	
	
	inflexible_strategist = { 
		type = all
		trait_type = personality_trait
		
		defense_skill = 1
		logistics_skill = 1
		
		defense_skill_factor = 1
		logistics_skill_factor = 1
	}
	
	politically_connected = { 
		type = all
		trait_type = personality_trait
		
		non_shared_modifier = {
			experience_gain_factor = -0.1
			promote_cost_factor = -0.5
		}
		
		planning_skill_factor = 1
		logistics_skill_factor = 1
	}

	war_hero = { 
		type = all
		trait_type = personality_trait
		
		non_shared_modifier = {
			promote_cost_factor = -0.5
			reassignment_duration_factor = 0.5   # +50% cost to replace leader
		}
		
		new_commander_weight = {
			factor = 0  # Scripted starting leaders only
		}
		attack_skill_factor = 1
		planning_skill_factor = 1
	}
	
	career_officer = { 
		type = all
		trait_type = personality_trait
		
		non_shared_modifier = {
			promote_cost_factor = -0.25
		}
		
		planning_skill_factor = 1
		logistics_skill_factor = 1
	}

	trait_cautious = { 
		type = all
		trait_type = personality_trait
		
		modifier = {
			planning_speed = -0.20
		}
		
		defense_skill_factor = 1
		logistics_skill_factor = 1
	}

	trait_reckless = { 
		type = all
		trait_type = personality_trait
		
		modifier = {
			planning_speed = 0.20
			wounded_chance_factor = 1  # +100% chance to get wounded
		}
		
		attack_skill_factor = 1
		defense_skill_factor = -1
		planning_skill_factor = 1
	}

	media_personality = { 
		type = all
		trait_type = personality_trait
		
		non_shared_modifier = {
			reassignment_duration_factor = 1   # +100% cost to replace leader
		}
		
		attack_skill_factor = 1
		defense_skill_factor = 1
	}

	harsh_leader = { 
		type = all
		trait_type = personality_trait
		
		attack_skill = 1

		modifier = {
			army_morale_factor = -0.10
		}
		
		attack_skill_factor = 1
		logistics_skill_factor = 1
	}

	bearer_of_artillery = {
		type = corps_commander
		
		trait_type = personality_trait
		
		modifier = {
			army_artillery_attack_factor = 0.15
		}
		
		new_commander_weight = {
			factor = 0
		}
	}
	
	infantry_officer = { 
		type = all
		trait_type = personality_trait
		
		trait_xp_factor = {
			infantry_leader = 1	 #+100%
		}
		
		
		defense_skill_factor = 1
		planning_skill_factor = 1
	}
	
	cavalry_officer = { 
		type = all
		trait_type = personality_trait
		
		trait_xp_factor = {
			cavalry_leader = 1	 #+100%
		}
		
		attack_skill_factor = 1
		logistics_skill_factor = 1
	}
	
	armor_officer = { 
		type = all
		trait_type = personality_trait
		
		trait_xp_factor = {
			panzer_leader = 1	 #+100%
		}
		
		attack_skill_factor = 1
		planning_skill_factor = 1
	}
	
##################################
# Field Marshal traits.
##################################
	logistics_wizard = { 
		type = field_marshal
		
		gain_xp = {
			always = no # not gainable
		}
		cost = 1000
		
		field_marshal_modifier = {
			supply_consumption_factor = -0.20
		}
		enable_ability = extra_suplies
		ai_will_do = {
			factor = 1
		}
		gui_row = 0
		trait_type = assignable_trait
		parent = organizer
	}

	offensive_doctrine = { 
		type = field_marshal
		gain_xp = {
			always = no # not gainable
		}
		cost = 1000
		field_marshal_modifier = {
			org_loss_when_moving = -0.10
		}
		
		ai_will_do = {
			factor = 1
		}
		trait_type = assignable_trait
		mutually_exclusive = defensive_doctrine
		gui_row = 5

	}

	defensive_doctrine = { 
		type = field_marshal
		gain_xp = {
			always = no # not gainable
		}
		cost = 1000
		field_marshal_modifier = {
			max_dig_in_factor = 0.30
		}
		
		ai_will_do = {
			factor = 1
		}
		trait_type = assignable_trait
		mutually_exclusive = offensive_doctrine
		gui_row = 6
	}
	
	fast_planner = { 
		type = field_marshal
		gain_xp = {
			always = no # not gainable
		}
		cost = 1000
		field_marshal_modifier = {
			planning_speed = 0.10
		}
		
		ai_will_do = {
			factor = 1
		}
		gui_row = 1
		parent = organizer
		mutually_exclusive = thorough_planner
		trait_type = assignable_trait
	}


	thorough_planner = { 
		type = field_marshal
		gain_xp = {
			always = no # not gainable
		}
		cost = 1000
		field_marshal_modifier = {
			max_planning = 0.1
		}
		
		ai_will_do = {
			factor = 1
		}
		gui_row = 2
		parent = organizer
		mutually_exclusive = fast_planner
		trait_type = assignable_trait
	}


	unyielding_defender = { 
		type = field_marshal
		gain_xp = {
			always = no # not gainable
		}

		prerequisites = {
			has_trait = inflexible_strategist
		}

		cost = 1000
		field_marshal_modifier = {
			defence = 0.10
		}
		custom_effect_tooltip = INCREASED_COUNTERATTACK_CHANCE

		ai_will_do = {
			factor = 1
		}
		gui_row = 3
		trait_type = assignable_trait
		mutually_exclusive = aggressive_assaulter

	}


	aggressive_assaulter = { 
		type = field_marshal
		gain_xp = {
			always = no # not gainable
		}
		prerequisites = {
			has_trait = brilliant_strategist
		}
		cost = 1000
		modifier = {
		}
		custom_effect_tooltip = INCREASED_ASSAULT_AND_SHOCK_CHANCE
		ai_will_do = {
			factor = 1
		}
		gui_row = 4
		trait_type = assignable_trait
		mutually_exclusive = unyielding_defender

	}

	organisational_leader = { 
		type = field_marshal
		gain_xp = {
			always = no # not gainable
		}
		cost = 1000
		field_marshal_modifier = {
			land_reinforce_rate = 0.02
		}
		
		ai_will_do = {
			factor = 1
		}
		trait_type = assignable_trait

		gui_row = 7
	}

	inspirational_leader = { 
		type = field_marshal
		gain_xp = {
			always = no # not gainable
		}
		cost = 1000
		field_marshal_modifier = {
			army_morale_factor = 0.10
		}
		
		ai_will_do = {
			factor = 1
		}
		trait_type = assignable_trait
		gui_row = 8
	}

	expert_delegator = { 
		type = field_marshal
		gain_xp = {
			always = no # not gainable
		}
		cost = 1000
		
		field_marshal_modifier = {
			max_army_group_size = 2
		}
		
		ai_will_do = {
			factor = 1
		}
		trait_type = assignable_trait
		parent = skilled_staffer
		gui_row = 15
	}


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

	organizer = { 
		type = corps_commander
		gain_xp = {
			check_variable = { num_battle_plans > 0 }
		}
		custom_gain_xp_trigger_tooltip = is_using_battle_plans
		
		cost = 1000
		modifier = {
			planning_speed = 0.1
		}
		
		ai_will_do = {
			factor = 1
		}
		
		gui_row = 0
	}
	
	cavalry_leader = { 
		type = corps_commander
		gain_xp = {
			set_temp_variable = { temp = num_units }
			multiply_temp_variable = { temp = 0.4 }
			set_temp_variable = { cmm = num_cavalry }
			add_to_temp_variable = { cmm = num_motorized }
			add_to_temp_variable = { cmm = num_mechanized }
			check_variable = { cmm > temp }
		}
		custom_gain_xp_trigger_tooltip = cavalary_ratio_over_40
		
		cost = 1000
		modifier = {
			cavalry_attack_factor = 0.15
			motorized_attack_factor = 0.15
			mechanized_attack_factor = 0.15
		}
		
		ai_will_do = {
			factor = 1
		}
		
		gui_row = 3
	}
	
	infantry_leader = { 
		type = corps_commander
		gain_xp = {
			set_temp_variable = { temp = num_units }
			multiply_temp_variable = { temp = 0.8 }
			check_variable = { num_infantry > temp }
		}
		custom_gain_xp_trigger_tooltip = infantry_ratio_over_80
		
		cost = 1000
		modifier = {
			army_infantry_defence_factor = 0.15
		}
		
		ai_will_do = {
			factor = 1
		}
		
		gui_row = 6
	}
	skilled_staffer = { 
		type = corps_commander
		gain_xp = {
			check_variable = { num_units > 14 }
		}
		custom_gain_xp_trigger_tooltip = fighting_with_at_least_15_units
		
		cost = 2000
		
		corps_commander_modifier = {
			max_commander_army_size = 6
		}
		
		ai_will_do = {
			factor = 1
		}
		logistics_skill_factor = 2
		
		gui_row = 15
	}
	trickster = { 
		type = corps_commander
		gain_xp = {
			OR = {
				has_flanked_opponent = yes
				opponent = { has_flanked_opponent = yes }
			}
		}
		custom_gain_xp_trigger_tooltip = has_flanked
		
		cost = 500
		modifier = {
			recon_factor = 0.25
		}
		
		ai_will_do = {
			factor = 1
		}
		
		gui_row = 13
	}


	winter_specialist = { 
		type = corps_commander
		gain_xp = {
			temperature < -10
		}
		cost = 500
		modifier = {
			winter_attrition_factor = -0.5
		}
		
		ai_will_do = {
			factor = 1
		}
		
		trait_type = basic_terrain_trait
		gui_row = 7
	}

	adaptable = { 
		type = corps_commander
		gain_xp = {
			always = no # not gainable
		}
		cost = 1000
		modifier = {
			terrain_penalty_reduction = 0.5
			acclimatization_cold_climate_gain_factor = 0.1
			acclimatization_hot_climate_gain_factor = 0.1
		}
		
		ai_will_do = {
			factor = 1
		}
		
		trait_type = assignable_terrain_trait
		gui_row = 3
				
		parent = desert_fox
		parent = swamp_fox
		parent = trait_mountaineer
		parent = hill_fighter
		parent = jungle_rat
		parent = ranger
		parent = urban_assault_specialist
		parent = winter_specialist
		
		num_parents_needed = 2
	}

	winter_expert = { 
		type = corps_commander

		gain_xp = {
			always = no # not gainable
		}

		modifier = {
			acclimatization_cold_climate_gain_factor = 0.2
		}
		
		ai_will_do = {
			factor = 1
		}
		
		parent = winter_specialist

		trait_type = assignable_terrain_trait
		gui_row = 7
	}

	
	trait_engineer = { 
		type = corps_commander
		gain_xp = {
			OR = {
				has_combat_modifier = fort_attack
				has_combat_modifier = river_crossing
			}
		}
		cost = 700
		modifier = {
			river = {
				attack = 0.1
			}
			fort = {
				attack = 0.1
			}
		}
		
		ai_will_do = {
			factor = 1
		}
		
		gui_row = 4
	}


	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
		}
		
		attack_skill_factor = 2
		
		gui_row = 1
	}

	commando = { 
 		type = corps_commander
		gain_xp = {
			OR = {
				temperature < -10
				temperature > 40
				has_combat_modifier = paradrop
				has_combat_modifier = amphibious_attack
			}
		}
		cost = 700
		modifier = {
			out_of_supply_factor = -0.5
		}
		
		ai_will_do = {
			factor = 1
		}
		gui_row = 10
	}

	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
		}
		trait_type = basic_terrain_trait
		gui_row = 0
	}

	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_type = basic_terrain_trait
		gui_row = 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
		}
		trait_type = basic_terrain_trait
		gui_row = 3
	}

	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
		}
		trait_type = basic_terrain_trait
		gui_row = 2
	}

	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
		}
		trait_type = basic_terrain_trait
		gui_row = 6
	}

	ranger = { 
		type = corps_commander
		gain_xp = {
			is_fighting_in_terrain = forest
		}
		cost = 700
		modifier = {
			forest = {
				movement = 0.05
				attack = 0.1
				defence = 0.1
			}
		}
		
		ai_will_do = {
			factor = 1
		}
		trait_type = basic_terrain_trait
		gui_row = 5
	}

	urban_assault_specialist = { 
		type = corps_commander
		gain_xp = {
			is_fighting_in_terrain = urban
		}
		cost = 500
		modifier = {
			urban = {
				movement = 0.05
				attack = 0.1
				defence = 0.1
			}
		}
		
		ai_will_do = {
			factor = 1
		}
		trait_type = basic_terrain_trait
		gui_row = 4
	}

	
	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
		}
		
		gui_row = 8
	}
	
##################################
# Corps Commander assignabme traits.
##################################


	panzer_expert = { 
		type = corps_commander
		gain_xp = {
			always = no # not gainable
		}
		cost = 1000
		modifier = {
			army_armor_defence_factor = 0.15 
		}
		
		custom_effect_tooltip = INCREASED_BLITZ_AND_ENCIRCLEMENT_CHANCE
		
		ai_will_do = {
			factor = 1
		}
		
		trait_type = assignable_trait
		parent = panzer_leader
		
		mutually_exclusive = combined_arms_expert
		mutually_exclusive = cavalry_expert
		
		gui_row = 1
	}
	
	combined_arms_expert = { 
		type = corps_commander
		gain_xp = {
			always = no # not gainable
		}
		cost = 500
		modifier = {
			motorized_defence_factor = 0.15
			mechanized_defence_factor = 0.15
		}
		
		custom_effect_tooltip = INCREASED_BLITZ_AND_ENCIRCLEMENT_CHANCE
		
		ai_will_do = {
			factor = 1
		}
		
		trait_type = assignable_trait
		parent = cavalry_leader
		parent = panzer_leader
		
		mutually_exclusive = panzer_expert
		mutually_exclusive = cavalry_expert
		
		num_parents_needed = 1
		gui_row = 2
	}
	
	cavalry_expert = { 
		type = corps_commander
		gain_xp = {
			always = no # not gainable
		}
		cost = 500
		modifier = {
			cavalry_attack_factor = 0.10
			cavalry_defence_factor = 0.15
		}
		
		ai_will_do = {
			factor = 1
		}
		
		trait_type = assignable_trait
		parent = cavalry_leader
		
		mutually_exclusive = panzer_expert
		mutually_exclusive = combined_arms_expert
		
		gui_row = 3
	}
	
	fortress_buster = {
		type = corps_commander
		gain_xp = {
			OR = {
				has_combat_modifier = fort_attack
				dig_in > 10
			}
		}
		cost = 700
		modifier = {
			fort = {
				attack = 0.2
			}
		}
		enable_ability = siege_artillery
		
		ai_will_do = {
			factor = 1
		}
		
		gui_row = 4
		
		trait_type = assignable_trait
		parent = trait_engineer
		mutually_exclusive = scavenger
	}
	
	scavenger = { 
		type = corps_commander
		gain_xp = {
			always = no # not gainable
		}
		cost = 500
		modifier = {
			equipment_capture_factor = 0.10
		}
		
		ai_will_do = {
			factor = 1
		}
		
		trait_type = assignable_trait
		
		gui_row = 5
		parent = trait_engineer
		mutually_exclusive = fortress_buster
	}
	
	infantry_expert = { 
		type = corps_commander
		gain_xp = {
			always = no # not gainable
		}
		cost = 500
		modifier = {
			army_infantry_attack_factor = 0.15
		}
		
		ai_will_do = {
			factor = 1
		}

		mutually_exclusive = ambusher
		
		trait_type = assignable_trait
		parent = infantry_leader
		gui_row = 6
	}
	
	ambusher = { 
		type = corps_commander
		gain_xp = {
			always = no # not gainable
		}
		cost = 500
		modifier = {
			max_dig_in = 10
			recon_factor_while_entrenched = 0.25
		}
		
		ai_will_do = {
			factor = 1
		}
		
		mutually_exclusive = infantry_expert

		trait_type = assignable_trait
		parent = infantry_leader
		
		gui_row = 7
	}
	invader_ii = { 
		type = corps_commander
		gain_xp = {
			always = no # not gainable
		}
		cost = 500
		modifier = {
			extra_marine_supply_grace = 240
		}
		
		enable_ability = faster_naval_invasion_planning
		
		ai_will_do = {
			factor = 1
		}
		
		trait_type = assignable_trait
		parent = naval_invader
		
		gui_row = 8
	}
	naval_liason = { 
		type = corps_commander
		gain_xp = {
			always = no # not gainable
		}
		cost = 500
		modifier = {
			shore_bombardment_bonus = 0.25
		}
		
		ai_will_do = {
			factor = 1
		}
		
		trait_type = assignable_trait
		parent = naval_invader
		
		gui_row = 9
	}
	
	skirmisher = { 
		type = corps_commander
		gain_xp = {
			always = no # not gainable
		}
		cost = 500
		modifier = {
		}
		
		ai_will_do = {
			factor = 1
		}
		
		enable_ability = probing_attack
		
		trait_type = assignable_trait
		parent = commando
		
		gui_row = 10
	}
	
	paratrooper = { 
		type = corps_commander
		gain_xp = {
			always = no # not gainable
		}
		cost = 500
		modifier = {
			extra_paratrooper_supply_grace = 240
		}
		
		enable_ability = glider_planes
		
		ai_will_do = {
			factor = 1
		}
		
		trait_type = assignable_trait
		parent = commando
		
		gui_row = 11
	}
	
	
	camouflage_expert = { 
		type = corps_commander
		gain_xp = {
			always = no # not gainable
		}
		cost = 500
		modifier = {
			cas_damage_reduction = 0.5
			air_superiority_bonus_in_combat = -0.5
		}
		
		ai_will_do = {
			factor = 1
		}
		
		trait_type = assignable_trait
		parent = commando
		
		gui_row = 12
	}
	
	expert_improviser = { 
		type = corps_commander
		gain_xp = {
			always = no # not gainable
		}
		cost = 500
		modifier = {
			desert = {
				movement = 0.1
			}
			hills = {
				movement = 0.1
			}
			forest = {
				movement = 0.1
			}
			mountain = {
				movement = 0.1
			}
			plains = {
				movement = 0.1
			}
			urban = {
				movement = 0.1
			}
			jungle = {
				movement = 0.1
			}
			marsh = {
				movement = 0.1
			}
		}
		
		override_effect_tooltip = expert_improviser_movement_bonus_on_land
			
		ai_will_do = {
			factor = 1
		}
		
		enable_ability = makeshift_bridges
		
		trait_type = assignable_trait
		parent = trickster
		prerequisites = {
			check_variable = { num_terrain_traits > 0 }
		}
		custom_prerequisite_tooltip = needs_at_least_one_terrain
		
		gui_row = 13
	}
	
	guerilla_fighter = { 
		type = corps_commander
		gain_xp = {
			always = no # not gainable
		}
		cost = 500
		modifier = {
			dig_in_speed_factor = 0.25
		}
		
		ai_will_do = {
			factor = 1
		}
		
		trait_type = assignable_trait
		parent = trickster
		
		gui_row = 14
	}
	
	


##################################
# Naval traits.
##################################
	old_guard_navy = { 
		type = navy
		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
		}
	}

	
	

##################################
# 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
		}
	}
	
	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 = {  #TODO_WTT_ART icon
		type = all
		trait_type = status_trait
		
		attack_skill = -1
		defense_skill = -1
		logistics_skill = -1
		planning_skill = -1
	}

	# defective_geneseed = { #needs more code support, remove before launch
	# 	type = all
	# 	trait_type = status_trait
	# 	gain_xp = {
	# 		OR = {
	# 			has_division_template_spacemarine = yes
	# 			has_chaos_corruption = yes
	# 		}
	# 	}
	# 	cost = 400
	# 	modifier = {
	# 		geneseed_defect_factor = 1
	# 	}
	# }


}
