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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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You didn't give any details on military leaders, so I expect they are the same, so that we end up with 8+ Admirals and 1 (if any) General. I think it would be smart to merge the jobs, making army specialists a veteran class.

But, you probably thought of that already, so whatever. Should be fun anyway.
 
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Yes. You can groom them properly before they ascend the throne.
I expect they will have a certain leader roll and you can bring them to the council this way if you want to?

And i would like to repost my question from before because that would be very interesting given we have now a tradition tree that include leader cost reduction and a system wich increase cost for too much active leaders:

Can you explain if there is any change to the Feudal Society Civic? One main feature for it is to remove the leader influence cost if employed. Is that still a thing or is that changed?

Can you maybe give an aswer to this?
 

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Lots of underrated changes here.

Leaders having homeworlds and ethos is an awesome addition.

Also glad that the council is a base game feature and the new traits are paid DLC. Sounds way healthier for future development than if the council itself were locked beyond a paywall.
 
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Yes, the slots themselves have inherent bonuses that are multiplied by the leader's skill level. Ruler slots have powerful ones, and are different depending on the authority type. Quoting the dev diary above:

View attachment 973249

"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."





Yes, multiple similar Scientist Councilor Traits will stack.
But the Minister of Defense cannot be a Scientist, so it cannot possibly have an expertise trait.
The other 5 positions? Go nuts. :)
So if you have two level 5 scientists, it makes no difference which one is ruler and which one is the head of research? Since the slot bonus just scales based on level?

I think it would be cool if the Destiny traits all (or some) had a unique ruler only bonus. Show how those who have claimed their destiny might shape an empire in their image.

Wait, can your ruler take a position out in the field now? Since leaders can be both on the council and in other positions. Can my God-Emperor command my navy?
 
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the new DLC will be save compatible? or need restart the game
Absolutely no shot. With all the changes to leaders, the removal of the ruler leader type, and the addition of the council, there's no way the game will be able to parse saves from prior versions.
 
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My two usual requests:
1. Base template for Fallen Empires' slaves, so we can remove the nerve-stapling without the Genetic Ascension perk
2. Nuclear War should be an event chain, instead of the RNG just going "Oop, everyone's dead now" without warning. At least some warning of rising tensions. Really, almost anything would be better.
 
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So if you have two level 5 scientists, it makes no difference which one is ruler and which one is the head of research? Since the slot bonus just scales based on level?

I think it would be cool if the Destiny traits all (or some) had a unique ruler only bonus. Show how those who have claimed their destiny might shape an empire in their image.

Wait, can your ruler take a position out in the field now? Since leaders can be both on the council and in other positions. Can my God-Emperor command my navy?
It sounds like your leaders will accumulate traits for their class And ruler traits. The ruler traits only apply if THEY are the ruler, so you may want one or the other to be head vs research depending on what those traits are.

Seems like a good way to do it too.
 
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A fair compromise, but i argue that there should be a vanilla alternative for manipulating tech odds.
Why not check the traits of scientists assisting research? So for every Expertise: Voidcraft scientist assisting research, you get a small boost to roll Voidcraft techs (you don't get any bonus to Voidcraft research speed, though). Or even just check if any scientist has the trait (a surveyor might be working on a theory in their spare time). Of course, you'd get a higher chance from one assisting research than one surveying, and a higher chance feom the head of research than from someone assisting research.
 
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Wait, can your ruler take a position out in the field now? Since leaders can be both on the council and in other positions. Can my God-Emperor command my navy?
That would be pretty cool. Would also get rid of the weird jank where there are technically two versions if the Great Khan (the ruler, and the admiral commanding the Chosen of the Great Khan fleet).
 
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Tamwin5

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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.

It sounds like your leaders will accumulate traits for their class And ruler traits. The ruler traits only apply if THEY are the ruler, so you may want one or the other to be head vs research depending on what those traits are.

Seems like a good way to do it too.
Quoting a dev, most/all ruler traits have been turned into council traits for various types of leaders (with generic ones being available for anyone). There might be a few ruler only traits, but it sounds like if they do exist they will be few and far between.
 
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BrokenSky

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They keep their scientist traits. "Ruler" as a class, has been removed - a ruler now retains their original class (and all traits) upon ascension, and keeps the traits gained during ruling if and when they are no longer the ruler.

I have been waiting for this since 1.0
 
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Abdulijubjub

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This may seem like a small nitpick, but exploration (and the story elements that come with it) is a huge portion of the game:

If total scientists are heavily limited now, surveying is going to be significantly slower. But it's not going to be equally slower for everyone. How many scientists you can afford to have surveying is going to have a huge impact on whether a given empire gets any anomalies at all.

I already regularly find myself spamming tons of scientists to survey for those precious anomalies, because even with the number of empires turned down, the AI with its absurd unity and alloys bonuses will survey everything before you can get to it. Is this patch going to make it worse?

You explicitly call out that you can no longer hire a billion scientists to survey the entire galaxy in the dev diary. But... there was a reason that players did that. What have you added to fill that void, or eliminate it?

Since leaders are precious and science ships are cheap, is it going to optimal to micro a single survey scientist between multiple ships? Previously, it was much easier to just hire more scientists, but if the choice is between "do a bunch of annoying micro" and "get half the anomalies you otherwise would and have the AI beat you to every chokepoint", there's not much of a choice, is there?

Are you planning on revisiting the inability for the player to get anomalies on systems that other empires have already surveyed? Possibly with a new Explorer class trait? "If you have a neighbor, everything outside of 3 hyperlanes is a barren wasteland where nothing interesting ever happened in the entire history of the galaxy" is already a problem (especially with Common Ground or Hegemony), and this seems like it (will? might?) make it worse by removing the main tool that players had to mitigate it (hiring a ton of scientists).

I love anomalies. I love the stories (even if I've seen them a bunch of times, my empire/pops/leaders haven't). There's a ton of good writing there. Are we still going to be able to experience it, or are we going to be capped at ~20-30 anomalies for the entire game, like you are if you don't aggressively build science ships now (on high difficulties)?

Edit: to add on to this, a few features are mostly broken without enough anomalies. I often find myself stuck at 5/6 precursor artifacts because there just aren't enough "Signs of Precursor Activity" anomalies found (waiting 30+ years for the random events to fire which give a few more), this could cut that down to 3/6, or 2/6. Or stuck with basically no L-Gate insights.
 
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Zetesofos

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This may seem like a small nitpick, but exploration (and the story elements that come with it) is a huge portion of the game:

If total scientists are heavily limited now, surveying is going to be significantly slower. But it's not going to be equally slower. How many scientists you can afford to have surveying is going to have a huge impact on whether a given empire gets any anomalies at all.

I already regularly find myself spamming tons of scientists to survey for those precious anomalies, because even with the number of empires turned down, the AI with its absurd unity and alloys bonuses will survey everything before you can get to it. Is this patch going to make it worse? Are hive minds (with 3-4 fewer leaders) going to crush your surveying ability?

You explicitly call out that you can no longer hire a billion scientists to survey the entire galaxy in the dev diary. But... there was a reason that players did that. What have you added to fill that void, or eliminate it?

Since leaders are precious and science ships are cheap, is it going to optimal to micro a single survey scientist between multiple ships? Previously, it was much easier to just hire more scientists, but if the choice is between "do a bunch of annoying micro" and "get half the anomalies you otherwise would and have the AI beat you to every chokepoint", there's not much of a choice, is there?

Are you planning on revisiting the inability for the player to get anomalies on systems that other empires have already surveyed? Possibly with a new Explorer class trait? "If you have a neighbor, everything outside of 3 hyperlanes is a barren wasteland where nothing interesting ever happened in the entire history of the galaxy" is already a problem (especially with Common Ground or Hegemony), and this seems like it (will? might?) make it worse by removing the main tool that players had to mitigate it (hiring a ton of scientists).

I love anomalies. I love the stories (even if I've seen them a bunch of times, my empire/pops/leaders haven't). There's a ton of good writing there. Are we still going to be able to experience it, or are we going to be capped at ~20-40 anomalies for the entire game, like you are if you don't aggressively build science ships now (on high difficulties)?

I don't think this is actually as bad as some people think. Most people start the game with 4-6 scientists, with half being research heads. If you only need one lead researcher, that still leaves you 3-4 slots for researchers.

I'm curious how many people have more than 5 scientists early game out surveying and researching anomololies - as I get this sense this is part of some multiplayer meta that most players don't do.
 
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BramBora8

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[Includes suggestion]
Hello. 1st Thank you for the work you do. I genuinely believe 4/5 updates hit the mark, where, when I read the focus of it, it is like “that is a great idea, why have I not thought about it?” Implementation is solid , bugs of course happen, but relatively rare*. I would say it can be seen you care about the game.
I would also call out Custodian team being almost godsent.

this update does hit the “this is a great idea”. I will skip over what I like, since Its the most of it and go to what is bugging me. Which is “people who payed, get bonus every level”. I get that DLC must sell, this does leave a bad taste in my mouth however :( .
[Suggestion]
Lock the ability to get skill every level to the “transcendental learning”(I think that is the name) ascention perk, and put that as DLC locked. (Maybe a couple related civics too)
Is it almost the same thing? Yes. It just feels less scummy.
 
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zZander56

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I've got a couple of out there questions:

Can we plant/recruit leaders in other empires via espionage?

Can we apply leaders to Branch Offices?

Can we hire admirals from Mercenary enclaves?

Now some more realistic questions:

Will leaders in any way interact with federations or overlord/subject relationships? Same question for the galactic community.

Will leaders react to the actions of the player? (Think the opinion modifiers empires get based on the use of a colossus for example.)

What changes have been made to modifiers that raise leader level cap? (The Ruthless Competition civic, Talented trait, etc.)
 
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Spaceception

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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.
Will the new Aptitude tradition tree boost this cap, or reduce the penalty? And wIll this cost be unity, and replace current leader upkeep?

How do faction leaders interact with the new system? Will council members who are also faction leaders boost their faction in some way?
 

Abdulijubjub

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I don't think this is actually as bad as some people think. Most people start the game with 4-6 scientists, with half being research heads. If you only need one lead researcher, that still leaves you 3-4 slots for researchers.

I'm curious how many people have more than 5 scientists early game out surveying and researching anomololies - as I get this sense this is part of some multiplayer meta that most players don't do.
I'm not even talking about multiplayer, just GA where you find your neighbor and they immediately send 6 science ships in your direction to scan everything before you can.
 
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Zetesofos

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I'm not even talking about multiplayer, just GA where you find your neighbor and they immediately send 6 science ships in your direction to scan everything before you can.

I would be curious if that is a common occurance - it doesn't mantch my playthroughs.

Often, racing to planets has more factors that just # of sciencists. And also, that should maybe be a trade off.

Its a soft cap, so you CAN go over your scienist limit if you need to rush frontier surveying for a few years.
 
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