#auth_example = {
#	potential = {}									# requirements list, see ../readme_requirements.txt
#	possible = {}									# requirements list, see ../readme_requirements.txt
#	random_weight = { value = 1 }					# random weight, no scope (DLC check etc only); default: 1
#
#	traits = { trait = tait1 trait = tait2 }		# force listed traits on the founder species (only verified for empire designs, no eefect after game start)
#
#	has_heir = yes / no								# default: no; you can either have a hereditary system (has_heir = yes), or an election system (has_heir = no)
#	election_type = oligarchic / democratic	/ none	# default: none; oligarchic generate candidates only from leaders in the country
#	election_term_years = 40						# default: 0
#	election_term_variance = 10						# default: 0; actual election term = election_term_years +/- election_term_variance
#	re_election_allowed = yes / no					# default: no
#	can_have_emergency_elections = yes / no			# default: no
#	emergency_election_cost = 42.5					# default: 0; influence cost for starting an emergency election
#	max_election_candidates = 5						# default: -1; -1 == no limit
#	can_reform = yes / no 							# default = yes, whether you can reform into/out of this government type
#
#	has_agendas = yes / no							# default: no
#	uses_mandates = yes / no						# default: no
#
#	tags = { <key> <key2> }							# add these translation tags to the description
#}


auth_xilin_mind = {
	has_heir = no
	election_type = none
	has_factions = no
	can_reform = no
	localization_postfix = xilin_mind
	
	valid_for_released_vassal = no
	
	has_agendas = yes
	
	icon = "gfx/interface/icons/governments/authorities/auth_machine_intelligence.dds"
	
	possible = {
		ethics = {
			value = ethic_xilin_authoritarian_egalitarian
			value = ethic_xilin_spiritualist_materialist
		}
	}
	random_weight = {
#		modifier = {
			factor = 0
#			NOT = { host_has_dlc = "Utopia" }
#		}
	}

	traits = {
		trait = trait_magic_machine
	}

	country_modifier = {
		pop_growth_speed = 0.25
		pop_resettlement_cost_mult = -0.5
		country_leader_cap = 10
		#
		ship_weapon_damage = 0.2
		ship_evasion_mult = 0.3
		ship_fire_rate_mult = 0.10
		ship_weapon_range_mult = 0.10
	}
	
	tags = {
		  AUTH_ONLY_GOD_CAN_GET_CITIZENSHIP_FULL
		  AUTH_MORTALS_TO_BE_BLESSED
		  AUTH_AI_NOT_TO_BE_LEADER
	}
}