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Hi folks!

Today, we moved into our brand new offices so things have been a little hectic in Paradox land. The new building is great, but I will always miss the spectacular view of Stockholm from the 24th floor of "Skrapan"...

No rest for the wicked though, so let's talk a bit about the role that characters play in Stellaris. First off, this game is not character based like Crusader Kings, so do not expect a complex web of rivalries and friendships to develop between rulers and leaders with dynamic portraits and genetics. In Stellaris, the real stars of the show are the Pops, with characters acting more like the advisors, generals and admirals in Europa Universalis (though they do have certain personality traits that can affect what options they get in scripted events, for example.) With that out of the way, let's examine the different types of characters:

Scientists can be put in charge of one of the three research departments (Physics, Society or Engineering.) They can also be assigned to captain the Science Ships you use to explore the galaxy. These are all topics for upcoming dev diaries... Suffice it to say that their skill levels and personalities will have clear effects on their tasks. They are also valid ruler candidates in technocratic societies (government types).

Governors can either lord it over a single planet or an entire sector (more on sectors later). They are a very useful way of keeping the populace happy, or increasing the efficiency of a rich and powerful planet even more. Governors are valid ruler candidates under many government types.

Admirals, though they are not mandatory, can give a clear edge to your military fleets, which is pretty straightforward. They are valid ruler candidates in militaristic societies.

Generals lead your armies in defense of your planets against invasion, or when invading the planets of your enemies. Like Admirals, they are valid ruler candidates in militaristic societies.

stellaris_dev_diary_06_01_20151026_leaders.jpg


Rulers give bonuses to entire empires, and, since other leader types can be elected ruler, they typically have a secondary skillset as well. Ruler type characters can also lead Factions; such characters are not recruited by you and cannot be ordered around. Factions and their leaders are, again, something we'll cover in detail later on.

Most leader types are recruited using Influence (a type of diplomatic "currency" in the game) and there is a cap on the total number of leaders you can employ, so you will need to weigh your need for Admirals against that for competent Governors, etc. Although all leaders tend to gain experience and become more accomplished over time, they do not live forever. The day will come when they perish and will need to be replaced…

stellaris_dev_diary_06_01_20151026_empire_details.jpg


Now, as you remember from last week’s diary, there are about a hundred different alien race portraits in the game. Thus, we initially felt that lesser leaders should not have actual portraits, because we could not possibly produce enough of them to provide the requisite variety. But then, the artists started to experiment with different backgrounds and clothes, which thankfully proved sufficient to allow all leaders to show a portrait.

The different types of leaders all use different sets of clothes. This helps increases variety, but also reinforces their role, with admirals having a militaristic uniform, governors being more casually dressed, and scientist being a bit more techy. Clothes are shared between some of the more similar species, because creating five unique apparels for each species is just an enormous amount of work. (Not all species wear clothes though; it would be odd if this was every alien race’s custom.)

I expect that humans will be by far the most popular race to play. Therefore, they are getting some special attention with different ethnicities, genders and hair styles. There is nothing stopping modders from doing the same for other races, of course! For example, the system could easily be used for other things, like an insect race where you have a multi tiered system, with one appearance for the ruler, a completely different morphology for your Pops, and a third for your leader characters...

Until next week, take care all!
 
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Mauer

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Sounds like you're taking a little of each other of your grand strategy games and tweaking it for Stellaris, like characters from CK2, POPs and dynamic governments from Vic, I think I also saw some doctrines which could be something like the HoI research stuff, I really like the way this looks.

Also really like the character portrait options, I don't do modding, but I think I could whip up a few portrait options here and there to enhance the visual appeal of the game, I just hope this would be Ironman compatible.
 

bitmapmedivh

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If we play with an authoritarian regime, I hope we can forcefully move POPs around the empire, like the likes of Russia and the USSR used to do.
I remember when I played a pretty evil empire in Space Empires 5, where annexed enemy empire species were forcibly relocated and quarantined in their Home Systems.
 
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-In a militaristic society military rulers are a valid ruler choice. Let's do it, Starship Troopers society, did someone say this already, why aren't all of the games like this.
 
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Montcalm

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I'm a bit disappointed by the number of leaders and what they can do. I really hope that we will be able to extend the list of the leaders by adding new types of leaders to civilizations, races and political systems with a very extensive list of powers/capacities:
- Master trader: able to improve the fluxes between planets in a certain radius around a planet or sector,
- Genial industrialist: able to generate specific factories or mining facilities automatically by the creation of galactic conglomerates/corporation and increase to some extend applied research (good example may be Sienar Fleet Systems from the Star Wars Universe)
- Pious deacon/bishop/pope: a religious leader able to be used as governor or when a crusade is launched as admiral or general (offensive leaders only). This part wold be further enhanced by the development of a Credo (a tech-like tree but with exclusive choices: when a path is open and several choices are offered you can only select one path and by doing so are closing the other paths)
- Master spy: able to infiltrate enemy empires and create a network of informers/spies/terrorist cells in a radius around a planet or a stellar base
- Hive Queen: able to increase reproduction rate and compliance on a planet. Can be used as a general or an admiral in the case of extension of the Hive influence
- Master psionist : a mind with psionic capacities able to shield a planet from enemy reconnaissance, subjugate more feeble minds (slaves or subjugated pops) and influence people,
- Head diplomat: able to explore and visit other empires to gain knowledge on a variety of topics, propose alliances and improve relations. The bonus are added to the boni provided by civs or techs
- Master Smuggler : by putting it in charge of a frontier world in your empire, it decreases your power on this world but also decrease the grip of other empires around this planet (generalized corruption and decreased defensiveness)
- Frontier Baron : increase the effectiveness and population in a newly colonized world at the cost of greater autonomy. Extend the detection and trade network around the frontier worlds he's located.
- Psychopathic Crimelord: the world that are in his range have decreased efficiency towards the central government and have resilience to external influences outside his range.

The list can go on and on but I would really see a range embedded in the leaders attributes (0:planet/fleet/army only, 1:sector or 1 galactic unit/parsec/lightyear, -1:a whole empire, -2: the whole galaxy)
 
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AKicebear

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I hope not. Judging from CK2 and EU4 it would be obsolete and plain wrong after the first few patches and a DLC anyway so I think time would be better spent elsewhere.

Agreed. I hope that instead they have a great ingame Wiki (see Distant Worlds, Civ, etc) and/or a compendium of YouTube videos that explain the basics of core mechanics in 5 minutes or less (e.g. 5 minutes on trade mechanics). For an example of the latter see Arumbas video series on EU4. Ideally these videos could play within the in-game wiki (see Planetary Annihilation - the one thing I liked about that game, unfortunately).

Why these two:
  • I like a manual, but realistically it is quickly dated and unlikely to be maintained. A Wiki is easier to update.
  • A Wiki is much more useful if cross-linked properly and integrated into the game. I prefer both the EU4 hints popup AND a browsable Wiki (in game), rather than just one or the other.
  • Videos - some concepts are easier to show than write out. I couldn't figure out trade mechanics in EU4 no matter how much I read, until watching a 5 minute overview video showing how to use them as a basic player. Short, purpose driven videos are more useful than the arduous Let's Plays that dominate YouTube. I think PDS making a few dozen short videos on core concepts is a great investment. It also is readily updated - only replace the relevant Vids after a DLC, not all of them (perhaps add comments if needed to those that remain).
 
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WilliamTheIII

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For different pops appearances can't y'all just borrow from Mount and Blade Warband which, y'all helped publish so, you could just "borrow" the different appearances from it right. That would help with the human race for sure
 
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Milten

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I remember when I played a pretty evil empire in Space Empires 5, where annexed enemy empire species were forcibly relocated and quarantined in their Home Systems.
Well, that's pretty vegan compared to Imperium of Men. I'd actually would like such feature for my supremacist empire, so I could move these creatures to their zoo-worlds instead of bomb-cleaning and ruining ecology of a planet.
 
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I'm a bit disappointed by the number of leaders and what they can do. I really hope that we will be able to extend the list of the leaders by adding new types of leaders to civilizations, races and political systems with a very extensive list of powers/capacities:
- Master trader: able to improve the fluxes between planets in a certain radius around a planet or sector,
- Genial industrialist: able to generate specific factories or mining facilities automatically by the creation of galactic conglomerates/corporation and increase to some extend applied research (good example may be Sienar Fleet Systems from the Star Wars Universe)
- Pious deacon/bishop/pope: a religious leader able to be used as governor or when a crusade is launched as admiral or general (offensive leaders only). This part wold be further enhanced by the development of a Credo (a tech-like tree but with exclusive choices: when a path is open and several choices are offered you can only select one path and by doing so are closing the other paths)
- Master spy: able to infiltrate enemy empires and create a network of informers/spies/terrorist cells in a radius around a planet or a stellar base
- Hive Queen: able to increase reproduction rate and compliance on a planet. Can be used as a general or an admiral in the case of extension of the Hive influence
- Master psionist : a mind with psionic capacities able to shield a planet from enemy reconnaissance, subjugate more feeble minds (slaves or subjugated pops) and influence people,
- Head diplomat: able to explore and visit other empires to gain knowledge on a variety of topics, propose alliances and improve relations. The bonus are added to the boni provided by civs or techs
- Master Smuggler : by putting it in charge of a frontier world in your empire, it decreases your power on this world but also decrease the grip of other empires around this planet (generalized corruption and decreased defensiveness)
- Frontier Baron : increase the effectiveness and population in a newly colonized world at the cost of greater autonomy. Extend the detection and trade network around the frontier worlds he's located.
- Psychopathic Crimelord: the world that are in his range have decreased efficiency towards the central government and have resilience to external influences outside his range.

The list can go on and on but I would really see a range embedded in the leaders attributes (0:planet/fleet/army only, 1:sector or 1 galactic unit/parsec/lightyear, -1:a whole empire, -2: the whole galaxy)

The vast majority of those sound like traits / abilities a planetary governor should have, not new types of characters needed. We have no idea what the small symbols under the portraits mean, maybe some of them match up with your ideas.
 
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Thanks for the last few DDs! I was a bit sceptic towards Stellaris when it was presented, but I'm constantly getting more and more eager to play it! Especially since the last DD, where you made it perfectly clear that this would not be a character centered CK-style game (phew!). Other than that, I hope you will make a Paradox version of the Silicoid race from Master of Orion...
 
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Thanks for the last few DDs! I was a bit sceptic towards Stellaris when it was presented, but I'm constantly getting more and more eager to play it! Especially since the last DD, where you made it perfectly clear that this would not be a character centered CK-style game (phew!). Other than that, I hope you will make a Paradox version of the Silicoid race from Master of Orion...
Awww.. but... I love the dynasty part of CK2 :(
 

Faycron

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like characters from CK2

Also really like the character portrait options, I don't do modding, but I think I could whip up a few portrait options here and there to enhance the visual appeal of the game, I just hope this would be Ironman compatible.

Character system is akin to Rome, not CK2.
 
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Gaffney

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Hooray for multiple ethnicities of humans! I am also excited to introduce the universe to the iron grip of Visali Alexeevich Krupin, brutal military overlord and haver of cornrows.
 

Kurospidey

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Going with POPs is a great choice. I just hope- Paradox- that you don't do this game as on-the-rails as Vicky 2 (and I loved Vicky 2 but this on-the-rails feeling was its biggest flaw).
 

Te. Kenzo

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Well, something about the gameplay choiche that I don't like also in other games is the point that you can have armies and navies without and head leading it, now we probably will have entire sectors without governors because the cap, I think that at least a mediocre ruler should be in every part of your empire.
 
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TheAtreides84

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I'm a bit disappointed by the number of leaders and what they can do. I really hope that we will be able to extend the list of the leaders by adding new types of leaders to civilizations, races and political systems with a very extensive list of powers/capacities:
- Master trader: able to improve the fluxes between planets in a certain radius around a planet or sector,
- Genial industrialist: able to generate specific factories or mining facilities automatically by the creation of galactic conglomerates/corporation and increase to some extend applied research (good example may be Sienar Fleet Systems from the Star Wars Universe)
- Pious deacon/bishop/pope: a religious leader able to be used as governor or when a crusade is launched as admiral or general (offensive leaders only). This part wold be further enhanced by the development of a Credo (a tech-like tree but with exclusive choices: when a path is open and several choices are offered you can only select one path and by doing so are closing the other paths)
- Master spy: able to infiltrate enemy empires and create a network of informers/spies/terrorist cells in a radius around a planet or a stellar base
- Hive Queen: able to increase reproduction rate and compliance on a planet. Can be used as a general or an admiral in the case of extension of the Hive influence
- Master psionist : a mind with psionic capacities able to shield a planet from enemy reconnaissance, subjugate more feeble minds (slaves or subjugated pops) and influence people,
- Head diplomat: able to explore and visit other empires to gain knowledge on a variety of topics, propose alliances and improve relations. The bonus are added to the boni provided by civs or techs
- Master Smuggler : by putting it in charge of a frontier world in your empire, it decreases your power on this world but also decrease the grip of other empires around this planet (generalized corruption and decreased defensiveness)
- Frontier Baron : increase the effectiveness and population in a newly colonized world at the cost of greater autonomy. Extend the detection and trade network around the frontier worlds he's located.
- Psychopathic Crimelord: the world that are in his range have decreased efficiency towards the central government and have resilience to external influences outside his range.

The list can go on and on but I would really see a range embedded in the leaders attributes (0:planet/fleet/army only, 1:sector or 1 galactic unit/parsec/lightyear, -1:a whole empire, -2: the whole galaxy)

I think these could easily be traits. Like, a Thomas Edison type could be a scientist which also boost industry.
 

TheAtreides84

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Well, something about the gameplay choiche that I don't like also in other games is the point that you can have armies and navies without and head leading it, now we probably will have entire sectors without governors because the cap, I think that at least a mediocre ruler should be in every part of your empire.

I always assumed that the represented leaders in 4X gamese were exceptional individuals, worthy of imperial attention (being moved around, protected and so on). Then there are just faceless bureaucrats who do their job and nothing else. You don't get to see them because it would be pointless micromanagement.

A neat mechanic that I found in Medieval II was that the generic "captain" general could become a full fleshed character after winning a great battle. I hope there could be something like this in Stellaris.
 
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