# Xenomorph Councilors
# Combined from Xenomorph_councilors.txt and xeno_new_councilors.txt
# Duplicate councilor definitions removed.

########################
# Core Xenomorph Civics
########################

councilor_xenomorph_psychic_choir = {
	leader_class = { official }
	is_leader_possible = {
		leader_class = official
	}
	civic = civic_xenomorph_psychic_choir

	modifier = {
		country_unity_produces_mult = 0.05
	}

	ai_hiring_weight = {
		inline_script = councilor_leader_weights
	}
}

councilor_xenomorph_carapace_ships = {
	leader_class = { official }
	is_leader_possible = {
		leader_class = official
	}
	civic = civic_xenomorph_carapace_ships

	modifier = {
		ship_armor_mult = 0.02
		ship_hull_mult = 0.02
	}

	ai_hiring_weight = {
		inline_script = councilor_leader_weights
	}
}

councilor_xenomorph_blood_mining = {
	leader_class = { official }
	is_leader_possible = {
		leader_class = official
	}
	civic = civic_xenomorph_blood_mining

	modifier = {
		planet_pops_upkeep_mult = -0.01
	}

	ai_hiring_weight = {
		inline_script = councilor_leader_weights
	}
}

########################
# Royal Xenomorph Civics
########################

councilor_xenomorph_matriarchs_hunger = {
	leader_class = { official }
	is_leader_possible = {
		leader_class = official
	}
	civic = civic_xenomorph_matriarchs_hunger

	modifier = {
		planet_jobs_food_produces_mult = 0.05
		logistic_growth_mult = 0.05
	}

	leader_potential_add = {
		is_xenomorph = yes
	}
}

councilor_xenomorph_patriarchs_dominion = {
	leader_class = { official }
	is_leader_possible = {
		leader_class = official
	}
	civic = civic_xenomorph_patriarchs_dominion

	modifier = {
		army_attack_damage_mult = 0.05
		country_naval_cap_add = 5
	}

	leader_potential_add = {
		is_xenomorph = yes
	}
}
