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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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!

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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.

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  • 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:

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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.

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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!

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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.

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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.

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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.

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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.

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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.

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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.

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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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No matter how you spin it it does feel like the most "pay to win" (no Jerry, not in a multiplayer sense, now sit down) or "pay to enjoy" DLC so far. The mid-game and end-game crises just to name one thing have to be balanced against some power level, and for obvious reasons they're only gonna be balanced against the power level of a player who has all DLCs. It's not hard to understand that players experiencing the base game for the first time might get very frustrated when they try higher difficulties but don't have access to ascension traits, the "powerful leaders" (I think devs emphasized that enough) from the DLC, and every other paid-for advantage that was added so far.
I find it difficult to believe that this seems more "pay to win" (power creep) than Utopia.

But "pay to enjoy" is kinda the whole the point of DLC in general... Why would you buy it if it wasn't more fun than not-buying-it?

I don't think this is making the base game less fun. It's just going to be better with the DLC. I intend to play one without the DLC first just to see how it goes.
 
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As someone that is highly critical of many business practices within the game industry. I'm just going to point out I completely disagree with classifying the DLCs as pay to win and to say that shows a massive misunderstanding of the concept behind pay to win.

Pay to win means spending extra to either beat the game, which you can do on vanilla or to get an advantage over players that aren't shelling out money, something that isn't possible with the current game design.

It's also worth noting that if they didn't release new DLCs, they'd have to do something else to keep the company alive. That would be releasing new games that don't let you access the old content in previous games. Also new games tend to have a higher cost than a DLC. There are pros or cons to both models, but I get the impression you would still complain about Stellaris 2 being pay to to win and then being upset that it lacks much of the content from Stellaris.
 
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As someone that is highly critical of many business practices within the game industry. I'm just going to point out I completely disagree with classifying the DLCs as pay to win and to say that shows a massive misunderstanding of the concept behind pay to win.

Pay to win means spending extra to either beat the game, which you can do on vanilla or to get an advantage over players that aren't shelling out money, something that isn't possible with the current game design.

It's also worth noting that if they didn't release new DLCs, they'd have to do something else to keep the company alive. That would be releasing new games that don't let you access the old content in previous games. Also new games tend to have a higher cost than a DLC. There are pros or cons to both models, but I get the impression you would still complain about Stellaris 2 being pay to to win and then being upset that it lacks much of the content from Stellaris.
People also commonly call "pay to win" Ubisoft DLCs that sell you more powerful weapons or just give you currency. Call it "pay to skip the grind" or whatever but you're not gonna change how people talk. And here you can outright buy more powerful leaders, as lovingly emphasized by the devs themselves. And yes, that gives you a better chance at beating the mid-game and end-game crisis, and probably also in other situtations.
Also you say that you can beat the game on vanilla, but when was the last time you watched a complete newbie discover the game? It's not the same vanilla you experienced.

"You get the impression"... I don't know where you're pulling those impressions from, and on second thought I don't wanna know. I'd be down for buying a periodic repackage of the whole game + DLCs where they take the opportunity to harmonize things and merge them together. Whether it's called a deluxe edition or is just an expansion you must purchase to have access to future patches (exactly what Hearts of Iron 3 and anterior Paradox games did), I'm ok even if it costs more than the DLCs as long as the game is better for it in the long run.

At least I must point out that this time, they had the courage to rework the base game mechanics as well and didn't stick their new council in a new extra tab somewhere. But it would've been so much better if they didn't have to waste time on the free/paid DLC split and have to deal with DLC barriers when revisiting other content to match what they're doing with leaders. Not to mention the combinatorial explosion of possible DLC installs to balance where they could only be worrying about polishing one unified design. Those DLCs are just getting in the way of us having a good game.

I find it difficult to believe that this seems more "pay to win" (power creep) than Utopia.

But "pay to enjoy" is kinda the whole the point of DLC in general... Why would you buy it if it wasn't more fun than not-buying-it?

I don't think this is making the base game less fun. It's just going to be better with the DLC. I intend to play one without the DLC first just to see how it goes.
"Pay to enjoy" is commonly understood as meaning that the game is theoretically playable without the paid content but extremely grindy or difficult, so that if you want to enjoy yourself you need to pay. Instead of the game being designed to be enjoyable as-is. And the common criticism is that adding ANY kind of pay-to-enjoy mechanisms provides a vicious incentive for developers to make the base game more and more annoying to push people to spend more. Not saying Paradox has been affected by this yet, but there are precedents of companies slipping into this.
Keep in mind that Paradox retroactively forced people to buy Magicka DLCs just to play with friends that have the same DLCs (before that, DLCs worked more like in Stellaris), so they are not immune to greed even though Stellaris was spared so far.
 
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TLDR: Its absolutely reasonable to want a way to steer research, but the current system is a relic of former design decisions (and is just bad). People should be focused on new ways to achieve the same outcome rather than reflexively defending the bad.

Making decisions on what research to prioritise is actually an important strategic decision that even Governments today grapple with, but there needs to be a better way to do this than just rerolling scientists until you hit the one you want and swapping it in.

Neither President Biden nor President Jinping are conducting job interviews to find the right person to lead their research programs. They're signing a directive stating their priorities which is then flowed through to agencies in the form of new policy settings and revised budgets which may then lead to job interviews and expanded research teams. Beyond that, there's also broader thinking about education within your population: If you want your population to be more focused on military theory, engineering and material science, your society might be different to one focused on social sciences, art and culture. These are actual strategic considerations that more clearly influence research than 'did I get the right leader out of leader roulette'.

Granted, this would require reworking of a few core systems so its not ideal, but certainly the current approach to minmaxing science could only be 'desirable behavior' or 'fun and engaging gameplay' if the Game Director was Franz Kafka, so I'm asking the people reflexively defending a system that could be charitably be described as a relic of a former era to consider how the actually meaningful decision you want to make (steering technology outcomes) could be implemented in a better way.
I entirely agree with you, and I even know of one such better option.

The Space Empires games - quite possibly a distant genetic ancestor of Stellaris - had a system in which you allocated shares of your overall Research capability into a whole slew of different fields, such as Shields, Propulsion, Weapons, you name it. You didn't just work on a broad category, like Stellaris has - you said to your science industry "Hey, look you guys, I like some of these ideas in particular - work on them the most.". But you could also put a tiny bit into absolutely everything if you wanted to make SOME progress across the board, just at an absolute snails pace compared to some particular stuff.

Something like that in Stellaris would be sweet. It would let you set off along a specific path of techs you wanted. AIs could be weighted to be more likely to go after specific tech trees based on their Origin, Civics, and Ethics.
 
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TLDR: Its absolutely reasonable to want a way to steer research, but the current system is a relic of former design decisions (and is just bad). People should be focused on new ways to achieve the same outcome rather than reflexively defending the bad.

Making decisions on what research to prioritise is actually an important strategic decision that even Governments today grapple with, but there needs to be a better way to do this than just rerolling scientists until you hit the one you want and swapping it in.

Neither President Biden nor President Jinping are conducting job interviews to find the right person to lead their research programs. They're signing a directive stating their priorities which is then flowed through to agencies in the form of new policy settings and revised budgets which may then lead to job interviews and expanded research teams. Beyond that, there's also broader thinking about education within your population: If you want your population to be more focused on military theory, engineering and material science, your society might be different to one focused on social sciences, art and culture. These are actual strategic considerations that more clearly influence research than 'did I get the right leader out of leader roulette'.

Granted, this would require reworking of a few core systems so its not ideal, but certainly the current approach to minmaxing science could only be 'desirable behavior' or 'fun and engaging gameplay' if the Game Director was Franz Kafka, so I'm asking the people reflexively defending a system that could be charitably be described as a relic of a former era to consider how the actually meaningful decision you want to make (steering technology outcomes) could be implemented in a better way.

Pretty much agree with this.

Research is, alongside internal politics, logistics (in regards to economy, industry and warfare) and ideology (culture and religion/spiritualism), the aspect of the game that could use a significant rework the most. Unlike politics, logistics and ideology however, which have already been (or are about to be) expanded to a lesser or larger degree, research is still largely stuck with its 1.0 version.

Yes, archaeology heavily expanded the exploration aspect of the game (I personally love Ancient Relics), but there is definitely room to improve and expand how we conduct R&D and academia, and more significantly how different alien cultures adapt to technological development.

Nevertheless, I still believe that internal politics should be the aspect of the game that should be expanded first, but research and academia should come shortly afterwards, with logistics, and finally ideology, becoming the focus only when the rest of the game is fleshed out.
 
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If you introduce a soft leader cap, players won't have enough science ships to explore and survey the Galaxy or find more anomalies!

What's the meaning of restraining players from exploring the Galaxy?

Maybe we can introduce a “Head of Exploration” Council position and let one scientist in charge of all the science ships!

Thus we can build more science ships to explore the Galaxy!
 
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