# species_potential_add = {}
# show the trait to add to species when genemodding or randomizing traits.
# Scopes are this = species, from = country performing the modification.
# default = always=yes

# species_possible_remove = {}
# allow to remove the trait when genemodding.
# Scopes are this = species, from = country performing the modification.
# default = always=yes

#ϣƼװ
trait_magic_machine = {
	cost = 0
	sorting_priority = 30
	initial = no
	randomized = no
	modification = no
	immortal_leaders = yes
	icon = "gfx/interface/icons/traits/trait_machine_unit.dds"
	allowed_archetypes = { GOD }
#  opposites = { pc_continental_habitability } 
  
	forced_happiness = yes
	modifier = {
		pop_environment_tolerance = 2.0
		leader_cost = 1
		pop_other_species_happiness = 0.10
		tile_resource_engineering_research_mult = 0.50
		tile_resource_physics_research_mult = 0.50
		tile_resource_society_research_mult = 0.50
		tile_resource_unity_mult = 0.50
		tile_resource_energy_mult = 0.50
		tile_resource_minerals_mult = 0.50
		tile_resource_food_mult = 0.50
		#½
		army_damage_mult = 5.0
		army_health = 5.0
		army_morale = 5.0
#		army_attack_morale_mult = 5.0
		army_defense_health_mult = 5.0
		army_defense_damage_mult = 5.0
		
	}
	
}
#
trait_divinity = {
	cost = 0
	sorting_priority = 30
#	initial = no
	randomized = no
	modification = no
	immortal_leaders = yes
	icon = "gfx/interface/icons/traits/trait_machine_unit.dds"
	allowed_archetypes = { GOD }

	modifier = {
		pop_environment_tolerance = 2.0
		leader_cost = 1
		pop_other_species_happiness = 0.10
		tile_resource_engineering_research_mult = 0.50
		tile_resource_physics_research_mult = 0.50
		tile_resource_society_research_mult = 0.50
		tile_resource_unity_mult = 0.50
		tile_resource_energy_mult = 0.50
		tile_resource_minerals_mult = 0.50
		tile_resource_food_mult = 0.50
		army_damage_mult = 5.0
		army_health = 5.0
		army_morale = 5.0
#		army_attack_morale_mult = 5.0
		army_defense_health_mult = 5.0
		army_defense_damage_mult = 5.0
	}
	ai_weight = {
		weight = 0
	}
}

#ϣƼװ(δ)
trait_xilin_building = {
	cost = 0
	sorting_priority = 30
	initial = no
	randomized = no
	modification = no
	immortal_leaders = yes
	icon = "gfx/interface/icons/traits/trait_machine_unit.dds"
	allowed_archetypes = { ROBOT }
#  opposites = { pc_continental_habitability } 
  
	forced_happiness = yes
	modifier = {
		pop_environment_tolerance = 2.0
		leader_cost = 1
		army_damage_mult = 5.0
		army_health = 5.0
		army_morale = 5.0
#		army_attack_morale_mult = 5.0
		army_defense_health_mult = 5.0
		army_defense_damage_mult = 5.0
	}
	
}

#ϣɻе
trait_robotic_xilin = {
	cost = 0
	sorting_priority = 10
	
	initial = no
	randomized = no
	modification = no
  icon = "gfx/interface/icons/traits/trait_machine_unit.dds"
  
  forced_happiness = yes
  
	allowed_archetypes = { ROBOT }
	
	modifier = {
		tile_resource_engineering_research_mult = -0.20
		tile_resource_physics_research_mult = -0.20
		tile_resource_society_research_mult = -0.20
		tile_resource_unity_mult = -0.20
		tile_resource_energy_mult = 0.50
		tile_resource_minerals_mult = 1.0
		pop_consumer_goods_add = 0.5
	}
	
}