The recent dev diary described upcoming changes to leaders:
In older versions of Stellaris leader hiring costs scaled with empire size. This proved unpopular and was disabled. This in turn resulted in "leader trait cycling" which is hiring and firing leaders until you are offered the one with the trait that you want. I agree that this doesn't feel right. Making leaders more costly to hire is only a partial solution however. Another change that is required is a balance pass on leader traits because so many of them are weak or even useless:
1. Exploration related traits become useless once there is no more exploring to do. The game should not offer us scientists with useless traits. Maybe scientists doing exploration should have a high chance to gain an exploration related trait on level up, and hirable scientists should never have exploration related traits. Or give us a policy to permit or prohibit exploration related traits on scientists for hire.
2. The lifespan-enhancing and experience-enhancing traits are very weak as first trait. My feeling is that it's not worth it to hire a leader with these two traits and hope that they later gain a useful trait. These traits should not appear on recruitable leaders but be something that can be gained on level up. The cost reduction trait is also questionable but who knows how the changes will affect it.
3. Governors in particular have too many bad traits, like tile blocker clearing cost reduction or crime reduction. These can be okay for some time in some situation but this situational usefulness conflicts with the leader level system which rewards keeping the same governors assigned. My feeling is that in the end it only makes sense to use governors with traits that are always useful, like the research or admin related traits. If no governors with such traits are offered, I have to do "leader trait cycling". If you increased the cost of doing so it would cause frustration. In the end governor traits are also not an interesting choice because they don't meaningfully change how the game plays. To make it worse, when you really need the tile blocker clearing cost reduction from a governor, you can just hire them for 1 day, queue clearing of the blockers and then fire the governor.
Most of my use of "leader trait cycling" is with scientists because it's a way to increase research speed. It doesn't make a large difference but I feel bad missing out on extra research due not having a scientist with the right expertise assigned to research. Then I feel bad about all the micromanagement that this creates. So it's time this is changed. The current effect of the various "expertise in field" traits is to increase research speed and affect the draw chance of relevant techs. This could be changed to the following: +1 tech offered from the relevant field of expertise (the game generates tech options as normally, and then generates an extra choice of tech from the field of expertise). Then scientists are merely a way to influence research direction rather than a way to optimize research speed directly.
Rulers traits aren't too bad but there are balance problems as well.
Leaders now cost Unity to hire rather than Energy. They also have a small amount of Unity Upkeep. We understand that this increases the relative costs of choosing to hire several scientists at the start of the game for exploration purposes, or when “cycling” leader traits, as you are now choosing between Traditions and Leaders..
In older versions of Stellaris leader hiring costs scaled with empire size. This proved unpopular and was disabled. This in turn resulted in "leader trait cycling" which is hiring and firing leaders until you are offered the one with the trait that you want. I agree that this doesn't feel right. Making leaders more costly to hire is only a partial solution however. Another change that is required is a balance pass on leader traits because so many of them are weak or even useless:
1. Exploration related traits become useless once there is no more exploring to do. The game should not offer us scientists with useless traits. Maybe scientists doing exploration should have a high chance to gain an exploration related trait on level up, and hirable scientists should never have exploration related traits. Or give us a policy to permit or prohibit exploration related traits on scientists for hire.
2. The lifespan-enhancing and experience-enhancing traits are very weak as first trait. My feeling is that it's not worth it to hire a leader with these two traits and hope that they later gain a useful trait. These traits should not appear on recruitable leaders but be something that can be gained on level up. The cost reduction trait is also questionable but who knows how the changes will affect it.
3. Governors in particular have too many bad traits, like tile blocker clearing cost reduction or crime reduction. These can be okay for some time in some situation but this situational usefulness conflicts with the leader level system which rewards keeping the same governors assigned. My feeling is that in the end it only makes sense to use governors with traits that are always useful, like the research or admin related traits. If no governors with such traits are offered, I have to do "leader trait cycling". If you increased the cost of doing so it would cause frustration. In the end governor traits are also not an interesting choice because they don't meaningfully change how the game plays. To make it worse, when you really need the tile blocker clearing cost reduction from a governor, you can just hire them for 1 day, queue clearing of the blockers and then fire the governor.
Most of my use of "leader trait cycling" is with scientists because it's a way to increase research speed. It doesn't make a large difference but I feel bad missing out on extra research due not having a scientist with the right expertise assigned to research. Then I feel bad about all the micromanagement that this creates. So it's time this is changed. The current effect of the various "expertise in field" traits is to increase research speed and affect the draw chance of relevant techs. This could be changed to the following: +1 tech offered from the relevant field of expertise (the game generates tech options as normally, and then generates an extra choice of tech from the field of expertise). Then scientists are merely a way to influence research direction rather than a way to optimize research speed directly.
Rulers traits aren't too bad but there are balance problems as well.
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