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Stellaris Dev Diary #297 - Leaders, The Council, and Agendas

Eladrin posting on behalf of the Arctic Team.

Hello everyone! I’m XM, the lead designer of Galactic Paragons. From the beginning of development, we’ve followed one simple mantra - make leaders matter. What you are going to read about in the following paragraphs are the results of months of work following that direction.

Watch the Video Dev Diary:
Wishlist Galactic Paragons now!​

Reducing Leader Count

For leaders to start being significant, there needed to be a lot less of them. With this goal in mind, we removed the research scientist positions currently in the game, and combined them into a single “Head of Research” Council position (we’ll talk in more detail about the Council later). We also allowed leaders to perform Council duties while maintaining their field positions. These changes dramatically reduced the number of leaders you need to keep track of.

The lower leader count also enabled us to make them a lot more powerful.

Improved Role-playing

To deepen the emergent narrative weaved with these new heroes, we’ve improved upon the leader interface to give you better insight into their past and how they came into service. You can see their homeworld, previous job, and even their ethical alignment.

1682524504895.png

There are so many more improvements we’ve made to leaders that I want to share with you, but I need to cede my time here now to my amazing design team, who are smarter than I am, and can better explain their areas of development in more detail.

The Council

Greetings from Karl, designer at Arctic! I’m here to talk about some of the features that I’ve been responsible for in the upcoming Galactic Paragons DLC; however, none of them would have been possible without the hard work and dedication of my beloved colleagues.

The Empire Council is the heart of your government. Every game the Council starts out with 3 seats; for your Ruler, Head of Research, and Minister of Defense.

1682524504949.png

Eladrin strongly approves of this council's species portrait.

Each position gives a unique Empire bonus that scales with the skill level of the assigned leader. For example, the Head of Research provides 2% Research speed per level.

1682524504969.png

With Galactic Paragons, we have also added a lot of new traits. Some of these traits are Council Traits, which are applied to your entire Empire but only if the leader is on the Council (more on Traits further down). This way you get to decide which bonuses you want active, by switching Councilors. To get as many bonuses as possible, you will also want to expand your council…

Unlockable Council positions

Everyone will have access to the basic council. But if you have Galactic Paragons you’ll be able to unlock 3 more positions for your Council throughout the game. What positions you’ll have access to maps directly to your Civics. As an example, the Idealistic Foundation Civic enables the Tribune of Rights Councilor.

1682524504993.png

Thus we have added no less than 95 unique Council positions for the Council to match your Empire’s design, and make it look and feel different every time you play. Including unique Ruler bonuses depending on what kind of authority you have. For example the stronger an Imperial Ruler becomes, the more Power Projection they generate.

1682524505014.png

For the kind of Empire you are running to stand out even more, we’ve crafted unique Council screen backdrops for each of the Authority types.

1682524505066.png

Council Agendas

Another important feature for the Council is that they pursue an Agenda that you set for them. The moment you assign an Agenda to the Council it gives a small bonus, but it takes several years before it’s ready to be launched and you get the full effects from it. This requires you to be somewhat strategic in your planning, if you for example expect a war.

1682524505087.png

You can only pursue one Agenda at a time, but once an Agenda is finished you gain the full benefits for another 10 years. The more Councilors you have and the higher their skill level, the faster you can complete an Agenda; while for a huge empire it takes a bit longer to finish.

At the start of the game, you have very few Agendas to pick from as they are tied to the Ethics of your Empire. But if you have Galactic Paragons you will get a new Agenda for every Tradition Tree you unlock. These are all tied to the theme of the traditions. This might incentivize you to go wide with Traditions rather than finish them one at a time.

1682524505111.png

The Gestalt Council

We felt that the Council feature didn’t sit that well with the Gestalt fantasy, but also didn’t want these players to feel completely left out. Now Gestalt players can directly level up and design not only the Ruler, but 4 new Nodes of the consciousness too. They are a little less flexible, but are on the other hand immortal!

1682524505164.png


Leaders Reworked

Hi everyone! It’s me, Marek, your new fancy (self-appointed title of course) and barely known (I guess I should talk more on forums, like Offe) Content Designer from the Northern office. I will try to warm the climate with some hot takes on our upcoming features from Galactic Paragons.

So, prepare your tea, coffee, or anything really - and let’s dive deep into the new systems and features, both free and paid.

New Level Up System

For those who choose to forgo Galactic Paragons, your level system will look fairly similar, with a few changes.
  • All leaders will be capped at level 10
  • Leaders will always get trait every 2 levels (starting from level 1), for a total of 5 traits
  • Every trait will be randomized from Common trait pool
  • There will be a new tiered trait system: Common traits and Negative traits will have 2 tiers each

As you see, the Free Patch leaders will still be more powerful than before (having a total of 5 traits), but the Galactic Paragon leaders will achieve a power level of over 9000!

For those who choose to embrace the Galactic Paragons, the leveling system will give far more flexibility:
  • Leaders get new trait pick every level
  • Players can choose the trait from a randomized pool that is based on class, veteran class and ethic.

1682524505185.png
  • On level 4, leaders will get to choose from Veteran Class which give access to different types of Veteran Traits (every class has 3 Veteran Classes, which are centered around different bonuses and their leader actions). Each veteran trait has 3 tiers.
  • On level 8, leaders will get a one time Destiny Trait pick. This powerful trait represents a leader finding its destiny within the galaxy.

Potential level 10 leader with Galactic Paragons:

1682524505212.png

I bet you don’t know what I’m talking about with the Veteran and Destiny thingies…

My god it's full of… Traits

For owners of Galactic Paragons, there will be almost 700* (we decided to stay humble with the number) traits, including tiered versions. There are a bunch of new free Common traits, but the bulk of new content is gated behind the DLC.

* Some traits may require other DLCs. Number includes tiered traits.

1682524505231.png

Some of the new traits

To get into a bit more details about new traits, they are divided into 3 categories, Common, Veteran, Destiny.

Common traits:

The one that comes with Free Patch (most of them are updated versions of old traits). They are the “bread and butter” for Free Patch players, as leaders will be getting them every 2 levels. For DLC owners, they represent the first 3 levels for the new Leaders and their journey to power!

1682524505248.png

I guess it should have a doggo as an icon?

Veteran Traits:

Veteran traits are available only to players with Galactic Paragons DLC. They will cover every level from 5 to 10, and (as mentioned before) their pool for a given leader is dependent on leader ethic and their Veteran Class. They are more powerful than Common traits.

1682524505276.png

New fancy effects for leader actions? Yes, please!

Destiny Traits:

Destiny traits are One-Per Leader (in most cases, as sometimes leaders might get event based Destiny traits too!) and they represent the peak of this given leader - as such, leaders get the destiny trait on Level 8.

1682524505302.png

What is this, even? The more species, the better the trait? Madness!

Small disclaimer: Gestalt leaders operate slightly differently - rather than gaining Destiny traits, they have more Veteran picks than non-Gestalts. They do not have individual destinies like the standard empires do!

Leaders Reworked - Veteran Classes

Veteran Class is a paid feature from Galactic Paragons, and it allows you to customize your leaders more. Every leader will get to choose from 3 Veteran Classes on level 4, bringing the number of Veteran Classes to 12.

1682524505333.png

Each of the Veteran Class will focus on different aspects of the Leader. Let’s take Scientists for example, which can choose from Explorer, Analyst and Researcher Veteran Classes. Picking the proper Veteran Class is paramount to utilizing your leader in a way that you want them to fulfill. For example, Analyst Leader will get Veteran Traits centered around Assist Planetary Research action, while Researcher will get Veteran Traits focused on the Council.

1682524505353.png

Veteran Class Icon as seen on the left side of the leader - Level 1 Admiral for comparison.

Negative Traits

Let’s also mention the small detail of Negative traits. Every leader is randomized with Negative trait potential. The bigger the potential, the more (and faster) negative traits will accumulate on this given leader. With luck, you will find leaders with 0 negative potential, but you never know what it will be until your leader suddenly comes home with a new set of negative traits and starts to steal your resources to open up a new casino in his basement.

New Leader Cap System

Leaders are now vastly more powerful than before, so we decided to introduce a soft leader cap - just like with the naval cap, leaders will grow more expensive when empires are above the cap. It might take some time to get used to, but no longer are the time when in the early game it is viable to send out 20 science ships to explore the galaxy, but it also allows for players to take meaningful choices - creating an economy based on strong governors is a viable strategy, just as well as making strong navy based on many high level admirals.

In my humble opinion, this change somewhat favors smaller empires, which might feel less incentivized to go over their leader cap to fill all the roles, while huge empires will need to take choices on, for example, governor placements (or going over Leader Cap).

And now, something to finish our little trip into this leader madness…

Ruler Creator

Well, I disliked the fact that I can’t choose my starting ruler trait - especially on dictatorial and imperial empires. Now I won’t have to restart the game every time I get a trait I don’t want to have on my ruler. Coders wept when I designed this, and UX was more than happy with coming up with the layout. I guess you can never make everyone happy.

1682524505376.png

Right now, there is only a limited number of traits to choose from, but we decided to not overwhelm players with new choices here. They should be hunting for new civics instead!

Honorable mention

Let’s talk about one last change, close to the leaders, but not exactly. This is present in both Free Patch and DLC, so buckle up this one last time!

With the new trait system and reworked leaders and cap and everything - we decided that the Governor traits should only apply to the planets he currently “sits” on.
But as the game had this nice feature of Sector Governors too, we wanted to use this system, rather than just removing it.

So now, if you would like to see the potential career of a governor, it would be - Planet Governor, Sector Governor, Councilor, Empire Ruler.

How does the new sector governor thingy work?

Whenever there is a Governor sitting on a Sector Capital planet, his level will apply bonuses to every planet in this sector, in a way like it used to be.

1682524505404.png

1682524505427.png

You can always override the “Sector Governor” by putting a proper Planetary Governor here. Just remember that Leader Traits do not work on Sectors!

Is that all? Yeah, I guess so. Don’t forget to Wishlist Galactic Paragons! See you on the next DD!
 
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It's not about realism it's about fiddlyness. If you can get +10% production by shuffling all your governors twice a year with the only cost being your own tolerance for tedium that's not a mechanic I'm overly enthused by.
Fiddlyness is a very reasonable thing to be concerned about imo! I’m not very good at stellaris, so I might not be understanding your concern.

Are you saying that given:
production happens across worlds on a monthly tick;
the cost of a building or blocker clearing occurs on a single day;
there is no cooldown to replace governors;

Then the optimal strategy becomes:

Have a production bonus producing governor;
Replace that governor with a cost reduction governor;
Pay for a building/clear a blocker;
Reinstate the production bonus governor before the end of the month for no loss to production

resulting in:
tedious clicking every time you want to build something (which you understandably care about, and I do not because I will simply not do that);
increased difficulty in suspending our disbelief for the fantasy of the game, because teleporting governors don’t make sense (which I care about and you likely also care about to some extent).

If I’ve understood you, I agree with your suggestion that we should have some form of time constraint on moving leaders, and I think that goal is best accomplished with a simulation of travel time, modified by technology.
 
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Extremely excited for this, but i still feel the game is lacking in certain qol features;
Seeing as the focus is on leaders that hold the potential to change the course empires
would it perhaps be possible to add the ability to change Empire flags and Ship sufixes?

We can already change the name and it just feels weird to not be able to change the flag of our nation
 
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Removing the heads of Research departments without changing how the tech tree works doesn't make any sense to me, and if the stated goal is to reduce the number of Leaders we need to deal with why double down on Assist Research? Why keep Generals?

We now need Governors(and Scientists) for every large planet rather than a few sectors, as well as to maintain and now upgrade and design our stable of Admirals and Research Assistants(and Generals if anyone will still use these); these changes all seem in conflict with this goal, each other, and current systems of the game, not to mention putting a lot of focus on a few individuals in populations of billions.

Shouldn't every planet have a Governor, and meddling in their affairs might upset that world or have you proclaimed as a despot? Shouldn't every fleet have an Admiral? I find it strange how it's my Ruler and all their friends I bought at the friend store and you can move them around like toy soldiers, they don't seem like actors with any power or followings who act on their own or in reaction to you. I would prefer to see even more Leaders, but 90% are passive and automated on my backwater farming worlds(using the Ruler pops on that world) and patrolling Corvette fleets while I play around with my Council and Sector Governors; at the least to give the sense my empire is inhabited and we don't have blank silhouettes and portrait slots waiting for us to fill with our cronies.

This seems a lot less like a rework and more like a shiny new coat of paint(leaders are still just stat sticks), but maybe baby steps are best(2.2 is still a raw wound) and this is a primer they can work on with future additions.
 
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Super exciting DLC, I hope you guys will rework the ground armies and political factions next!
One thing that I think you should improve for the leaders is to allow the player to recruit 1 governor per Sector. I don't like the idea that you can have sectors with 0 governors (or at least governors that are above the leaders limit).
 
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Loving the Leaders rework but I am puzzled by some of the design choices:
  • Why removing the three lead researcers and then introduce planetary governors? It feels like they were removed just so we would use more governors and a bit less scientists.
  • Will the research specialization traits be available to the Head of Research or will they be removed?
  • How often are we supposed to change the Council positions? Because I usually end up not swapping my leaders very much and as it is unless I'll fear that my Head of Research will die soon I think I won't choose the Reasearcher Veteran Class often. If we still had the three lead researchers I would understand choosing it.
  • I really don't like that Gestalts will get generic nodes and won't get some unique ones depending on their civics just like regular empires. It feels like they got partially neglected once again.
 
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I hope leaders never get complex enough for this to be CK like some people seems to want. Stellaris is not CK. I dont want to have feudal politics on top of everything else. Its better to spend dev (and player) time elsewhere.

I like what I'm seeing, I think its a very good system to be improved in the future with institutions and stuff like that. This DLC seems way better than First Contact, btw.

Also, i dont care about removing the 3 individual science heads, this is just an annoying thing right now. Oh yeah, you need a voidcraft engineering scientist yadda yadda, just annoying. That system doesnt have a reason to exist. Good riddance.
 
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Is this a good step? Definitely. Makes it a lot more complex, dynamic and immersive.
But is it really giving us complex institutions (devs have mentioned that in the past) or more advanced political discourse than the current faction system gives us? Not really. (as far as we know so far)

Besides, DD#296 one dev specifically stated that this is NOT the internal politics dlc, thus implying that they have something else in store for that long term. Which i am very happy about.

Yeah I've given up on that years ago.

Many downvotes on this comment of mine; I am assuming the gist is "noooo, it should be more complex than that!". The thing is, I used to think that too, and in fact, since 2016. Funny fact: I would come to this forum to say exactly that, and get downvotes back then as any internal politicals woulsld be tenaciously shot down as a suggestion (which is curious to say the least).
 
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This begets more concerns. Does that mean the ruler traits are gone, or can they be gained while the leader is ruling, alongside other traits?
Ruler traits have mostly (if not all) been turned into Councilor traits, and can be acquired by all leaders with the right class. They have been re-balanced as such.
When playing with the DLC, picking a veteran class geared towards the Council (each class has one) increases your chances of acquiring these Councilor traits, on top of some exclusive ones that are unique to that veteran class.
 
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Will Heirs be leaders after this update? Being able to assign them a position, special or orherwise, so they get better would be great!
 
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Millbot

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Apologies if some of these have been asked already.

With gestalts, do they start out with all four nodes in the base game or are two of those locked behind the new DLC?

Are we going to have any ability to rehabilitate leaders that develop negative traits or are they stuck with those forever? Also I'm pretty sure I know the answer, but do those negative traits eat into our leaders trait slot pool or is it possible to still get all the traits we'd otherwise have normally gotten?

Can event traits take us over 5 traits in the base game and over 10 with the DLC?

I see we get to design our ruler. Will our ruler be the governor of our homeworld at game start as well or do we get a separate governor?

Will our head or research also be our first science ship officer or do we get those separate, assuming we have science ships?

Do we now get a starting admiral that oversees our starting fleet, if we have one?

Finally, is it just a ruler we get to create at game start or is that in the empire creation menu? As in do we get any control on what traits other starting leaders have and if not, will these leaders just get a standard starting template (like how all starbases have a standard layout that only various based on whether an empire is a gestalt or normal empire)?
 
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ValinShadow

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Reducing Leader Count

For leaders to start being significant, there needed to be a lot less of them. With this goal in mind, we removed the research scientist positions currently in the game, and combined them into a single “Head of Research” Council position (we’ll talk in more detail about the Council later). We also allowed leaders to perform Council duties while maintaining their field positions. These changes dramatically reduced the number of leaders you need to keep track of.

With this in mind can you confirm that we now start the game with only 3 leaders (Ruler, Governor, and Scientist) as opposed to the previous 6 leaders (Ruler, Governor, and 4 Scientists)?
 
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So you reduced the Leader Count by two?
Any other Positions that no longer are needed? B.c. tbh most of my leaders usually are scientists, but most of them dont do research...
 
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Mordaith

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I am absolutely excited to expand the legend that is Bud Hawthorne, CEO of Galactic Food Services. This is exactly the kind of update I was hoping for! Thank you for all your hard work.
 
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SirBlackAxe

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If your leaders start out at a level higher than 1, do they miss out on level-up traits or get random ones?

I'm not really seeing how this dramatically reduces leader count, tbh. I see -3 scientists, -1 ruler, and at least +5 governors.

I wonder, if we can no longer assign scientists to each tech category do we even still have three separate tech categories?
 
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