[Dev Team] 3.8.2 Hotfix Patch Released

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DrFranknfurter

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I appreciate the design goal of having fewer leaders. I love the added depth to Civics by having them open unique council positions, that is amazing. I love the level-up system even though I think traits are earned about 2-3x as quickly as they should be for balance (should be 1 trait per 2 levels). But the implementation in general has a lot of room for improvement.

Exploits everywhere... 0 Empire Size, -90% ship cost. The existence of these break the game and ruin all balance for me. The DLC in general has resulted in massive power creep everywhere, the first game I played I had Gateways, Ringworlds, every Tradition, galactic Custodian with nothing left to fight by 2300. That is with no experience of what's powerful or broken. Every AI being a vassal almost instantly after meeting, and staying vassals or imploding due to Unity shortages - probably because they're hiring the old number of leaders and going massively over capacity just to explore. Balance is shattered.

I wish there was some way to increase the power of the space critters to match the powercreep of player empires after each DLC. The balance is totally broken at the moment and I don't know how to repair the damage to gameplay and pacing.

Generals are the weakest leader type, and as long as the leader capacity pool is shared then the weakest leader type(s) will never be hired. Buffing generals will not solve this only shift which leader type is the weakest, only splitting the leader capacity pool will fix this. That said, peacetime uses for generals like adding soldier jobs to a planet and earning tiny amounts of XP from soldier jobs on the planet would be nice.

Paragon leaders felt like a net-negative considering the leader cap. I turned down most that were offered and I was offered a surprisingly large number. Felt like the game was just trying to give me lots of free stuff that I didn't have to do anything to work for. Like a preorder bonus with all the best weapons at the start of a game. It doesn't sit well with me at all.

+1 Starting trait felt kinda bad, would have preferred +1 starting trait pick (so they start with a free level-up). I don't like leaders being pre-made and would prefer to sculpt them myself. Also the leader recruitment screen had terrible performance and stutters when you scroll it.

Synthetics Tradition still has +1 to leader level - not everything has been changed over to leader capacity and XP gain. Devs need to ctrl-f for leader level bonuses.

Game details page is a bit broken... the new tooltips don't work (they move with my mouse rather than locking into place to mouse-over them). AI empire number doesn't work - I set empire and advanced empires to 0 for a quick test game and immediately met several prosperous unification empires (So I don't trust any of the settings to work now).

Things I'd like:
1. Fix the exploits, so many exploits...
2. Split leader types into individual leader pools, with a generic wildcard leader pool for most of the current capacity bonuses.
3. Raise the leader capacity from more sources: Council Positions, Paragon traits, empire unique buildings and megastructures (science nexus increasing science cap etc.)
4. Add a Paragon leader toggle in the game settings to turn them off. I don't want the free player-only paragons every game but I still want the other DLC features.
5. Add Player actions to generate Paragon leaders, like a minor artifact decision or an agenda launch effect. Personally I'd rather have the option to turn existing leaders from my species into special leaders and dig into their backstory rather than having a host of random aliens turn up that don't really exist in the game (have no matching empire, no matching species, no home, no history, no future, no emergent backstory and no connection to this particular galaxy map).

Paragons feels like a preorder bonus that gives you the infinity+1 sword at the start of the game (-90% ship costs), or a crossover episode where Superman turns up in Jurassic Park and punches the dinosaurs to death... Superman is now going to be in every film you will ever watch for the rest of your life. You will learn to love Kal-El Keides, the man of steel Keys.
 
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Pancakelord

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IMO Paragons - both renowned and legendary - should never contribute to leader cap, they're basically consultants.
I also second a galaxy start up option to toggle off paragons (something like Paragons : All / Legendary Only / Renowned Only / None).

I've tended to blow way past the cap in my test games, hitting 20-30 leaders with a cap of 9 and an empire spanning 15% of a huge galaxy lol: either you doggedly stay under it to level leaders up "via xp" or go "what cap?" and just rely on hiring/finding good ones and spamming the level-up agenda. This is viable even when not chasing the 50-governor empire size reduction cheese strat, it just leads to a ton of level 3-4 leaders with some ok traits (overall still more powerful than leaders mostly were pre 3.8). Though I don't think this is what was intended.
For us to play with it in the intended way, IMO The leader cap is ok in smaller galaxy sizes but it feels like it needs to scale.

Either inherently scaling, something like
  • Base global leadercap scales with galaxy size = 6 + 1 per 100 stars over 600 stars (so huge galaxies have a base cap of 9)
  • 1 leader per class is free (1 general, admiral, governor, scientist) - effectively increasing the cap to base 6 + 4 = 10
  • Leaders on the council dont contribute to the leader cap (effectively increasing the cap to base 6 + [upto] 6 = 12
  • Edit: scaling leader cap usage with level can also work, with low leaders using less cap, and rank 10s, as a reward, also taking none: more here.
Or scaling via player agency
  • Debatably empire size should cause a backlash too by players - but it doesnt (these days) because but it ramps up so slowly and you can offset it with extra scientists, planet ascension and unity jobs, so it doesnt feel too bad. Because you have a way to work around it.
  • In the same way as empire size, getting some way to increase the leader cap via economics might be good - making it feel like less of an arbitrary cap.
    • E.g. a tier 2 soc tech could unlock the "leader academy", an empire unique building, increasing leader cap by 1/2/3.
    • A starbase unique building - or agreement with enclaves to increase leader cap
    • A new megastructure - a little one, on par with orbital rings, or habitats - that increases global leader cap by 1-2
      • If we end up with a per-leader-class leader cap (e.g. diff pools for admirals, generals, governors and scientists) - then it would also make sense for existing megastructures to add to those leader caps - e.g. the Science nexus(scientists), or the Strategic coordination centre (admirals/generals), the art installation (governors? envoys?) and so on.
Otherwise we need to see a change to how leaders are utilised to stay within the cap better
  • Exploration (not surveying) with science ships without a scientist -- or even any ship again - but ships without a scientist take longer to move through interstellar space when their destination system is unexplored (to dull the 20 uncrewed science vessel/naked corvette scout fleet strat) - letting crewed science ships be "guided" to good systems. Quite micro intensive so probably not ideal.
  • Letting us survey without a scientist (or with a level zero filler one [see bottom comment]) but with the understanding that it'll take longer / lead to no anomalies being found - this helps appease the micro for when you just need to expand quickly. It's still not ideal, but i guess a viable trade-off?
  • Governor traits should apply across the sector [if on the sector capital] if they hit level 8 or 10 IMO - with the understanding that any governors on a non-sector-capital colony in that sector will override them. This rewards you for chasing max-tier governors even more.
    • Potentially, governors with the Pioneer or Industrialist trait at level 4 could get this effect, for all colonies in the same system - assuming no governor already on the other colonies to override them.
That said - I am very much in favour of level Zero leaders that just sit in the leader windows like envoys - as I feel like this is a problem as much to do with UI as it is to do with functionality. It does feel bad staring at mc-empty grey face in a lot of my windows.
 
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Rafss

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I think there is enough material for the team to jump in and vastly improve the system, thanks everyone for the constructive ideas, the bits of community-dev therapy are also good to see, I'm very happy with all the discussion going on today.
I must also compliment the participation of Eladrin in awakening a constructive unification with his kind and wise words, we all have much to learn with him, my sincere thanks for being a real Luminary.
 
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OblivionGaming

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DeanTheDull

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Our UI in general could use a lot of improvement. The open slot making folks feel like they need to fill it despite the leader cap has been a heated subject of discussion, I feel like we just don't have a solution for that just yet :D
UI improvements overall are a big focus for Stellaris now and in the future patches.

I'm not sure if this is a UI issue, a modifier clarity, a bug, or a balance thing, but... what is Trade Pact efficiency intended to do, excactly?

Mechancially it seems to be a multiplicative bonus against the base trade pact value ratio of 10% of partner trade. IE, a normal trade pact is 10% of other trade value, and a Megacorp authority bonus of 20% trade pact efficiency is .1 x 1.2 for .12, or 12%.

Which seems incredibly small? 20% more effective is a 2% of TV gain. If 20% efficiency had been a 20% of total TV- or a 30% of TV converted- that would be significantly more noticeable. Then going all-in on the trade efficiency bonuses (Free Traders, Open Markets Agenda) could reach up to 100% TV for a considerable investment, which seems closer in impact as some of the other agendas, as opposed to going from 10% of TV to 20% of TV.


Is this a case of WAD, where the intent is to be small?
 

julianjaynes222

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I'm one of the, apparently XD, few who does kind of like the limit on leaders, but I also understand the people are upset by. Rather than changing the cap maybe you could "balance" it by making non scientists more useful? I think a big part of the annoyance comes from people being used to exploring with tons of scientists right from the start. Sooo

What if admirals could also explore (but not survey of course) things would free up a leader slot and make your early admiral(s) not feel so useless.

And allow generals to be governors with a different set of buffs. Idr exactly what current governors do but maybe military governors could focus more on crime and stability, or defense armies? They shouldn't be as useful as the regular governors, but making them "better than nothing " or giving them some sort of niche peacetime use would make it not feel as bad to have a general taking a slot either.
The idea of letting admirals explore and letting generals rule is really cool.

Admirals could be immune to be captured on first contact or whatever, but unable to investigate anomalies, though able to survey. Or something.

Generals could really reduce crime and increase stability as governors, while maybe reducing governing ethics attraction, resource output, and happiness, or something. Martial law.

I'm not going to think through all the balance issues, but this is a really creative suggestion for improving the system.
 
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meruem02

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Can anyone confirm if this bug has been fixed in this patch?

it is fixed. problem wasn't with the under one rule origin. It was caused by non-democratic goverments.
 
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goldennick94

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I like the way that tall empires can benefit more from leaders, the way that leaders are more individually important if you engage with the system as intended, and the way that fewer starting scientists means exploration is a bit more spread out (instead of an unending barrage of anomaly notifications for 20 years and then silence for the next 100 years).

That said:
You're gonna need to provide some concrete examples to back your points up because I do not understand how you got to several of these conclusions.
  • The optimal way to engage with the system is not the as-intended way. The optimal way is to hire 50 governors and not have any meaningful leaders at all because no one ever levels up. A great victory for making leaders engaging. /s
This doesn't seem at all optimal to me. If anything this seems like purposefully tanking your empire's unity economy. Having an overwhelming amount of level 1-3 governors with basic traits (the traits get more powerful the higher leveled the leader becomes, veteran traits are introduced at 4, destiny traits are at level 8) doesn't seem very advantageous. If you have 50 planets, it's better to have a few high level governors on your most productive planets to maximize their output with governor traits and let the other planets of the sector benefit from the skill level bonuses (2% resources per jobs, -2% empire size from pops, -3 crime per skill level). If you put governors on all the planets of those sectors, those governors override the sector governor's skill levels (but it allows you to have traits. More beneficial for smaller empires). For example, if you have a sector with 3 planets, and the capital has a level 10 governor, and the two other planets have level 1 governors, those 2 planets are missing out on 18% resources per job, -18% empire size from their pops and -27 crime.

  • The optimal way to survey is to never investigate anomalies until after you finish (because the race the survey systems before the AI is still there, and you can no longer easily hire extra scientists to investigate while your meticulous surveyors race ahead). This is not better.
  • The optimal way to survey also involves building multiple empty science ships and tediously microing them to avoid having your scientist ever just fly around. You only need a scientist to enter a system without sensors and to actually survey. You're wasting precious, limited leader-months every time a scientist has to fly across a system to get to an undiscovered one.
While this is a very optimal method of handling scientists, I would argue that the scientist spam in early-game we had before wasn't very fun either. I think having more options and decisions to make in a strategy-based game is essential to what makes strategy games fun. If there's only 1 really viable way to go about early-game, that's not very strategic. I still think having 2-3 scientists for exploration is probably a decent starting amount and the cap just prevents the spam and keeps it at that more reasonable number.

  • The optimal way to use generals is to not. This update deleted the general class from the game, right after putting a bunch of work into making them interesting characters (including a bunch of custom art for event generals).
Which custom art for event generals were deleted? Generals are much more useful than they were before because for several reasons.
1. Generals focus on more than just army now. They can get traits related to starbase defense now. For example, there is a veteran trait that gives extra defense platforms and a 15% bonus to defense platform hull strengths. Or a destiny trait that makes researchers on a planet produce 10% more (along with giving army health). Or council veteran traits that improve spying and vassal loyalty. They are much more versatile than before.
2. Generals have traits that make army invasions much more appealing. From pilfering resources to stealing tech.
3. Several council seats can be filled by both admirals and generals, so if you don't want to/don't need another admiral, you can use generals and have them for planet defense/production or other uses. Alternatively, some seats can only be filled by generals so the same as above.
This update also brought (in increasing order of pettiness):
This seems like unjustified dev bashing when you say pettiness but don't clarify how it's petty.
  • -100% empire size, making all ascensions free and techs base cost only (so long as you don't engage with the leader system in a meaningful way)
  • -90% ship build cost if you build a habitat or two, so anyone who doesn't cheese the system is facing fleets literally 10x the size of what they can build themselves
How/what traits are doing -100% empire size?
How/what is doing -90% ship build cost in relation to habitats?
  • -90% fleet upkeep if you're careful about councilors, to support that 10x size fleet. Logistic Understanding is widely available.
Fairly certain this is incorrect as it is a starting ruler trait in the script files which means only the ruler should be able to get it. In fairness to you, the latest patch might have fixed that so that probably was unintended behavior which means that this was an actual issue and has since been resolved.
  • Using the blocker clearing/building cost reduction governor traits involving 10x as many clicks (as you move them from planet to planet, rather than sector to sector), with them being used without cheese being even more useless. Architectural Interest on a governon on one planet that goes all the way from 0 development to ecumenopolis (without moving them around) saves you fewer minerals in the time to takes to develop the planet than if you'd just taken the +4 minerals per month basic trait.
While you can micro that, I think you're exaggerating how big of an issue this actually is. Blockers are generally cleared only once per planet which means if you've cleared all the blockers on your planets this is a non-issue. It also doesn't require that many clicks compared to everything else you're clicking in the game.

  • A civic which is about high quality leaders giving you less useful leaders by having the computer randomly select a second trait to save you the 12 months it would take to go from level 1 to 2. +1 leader starting level hurts you unless you're planning on going way above the cap (so no one levels up naturally anyway).
I'm not sure which civic you're talking about but if you're talking about Vaults of Knowledge your statement ignores several benefits.
1. It gives +1 leader starting level and +1 effective councilor level so your councilors start as if they're treated as level 3.
2. You've ignored the fact that nearly every spot a leader can fill, they have a bonus that scales by their skill level. The extra level means they do more than just the trait by itself.
Also, it's not clear how an extra leader level is related to going above the cap and how that is an issue. If you're trying to say that the cap is preventing the leaders from being fully taken advantage of with all the bonuses, civics and traditions, then I reiterate my point from the first post I made.
"Otherwise without leader cap, Unity spam could overtake research rushing as having as much Unity as possible and a governor on every planet and a scientist assisting research on every planet and an admiral for every fleet accelerates wide empires without restraint."
Again in fairness, the cap might be too stringent and I would suggest that it would be considered that some mid/late-game ways of acquiring some more leaders be implemented. It looks like 11 is the maximum leaders you can have by late-game (including traditions and oppressive autocracy civic), and I think a number closer to 12-14 maximum (with all bonuses) would probably be better.

  • Salvager no longer existing (or being crazy micro intensive), since you can no longer afford to have scientists running around salvaging debris when you can only have 10-12 leaders in the entire empire (if you engage with the system as designed).
I will state I do think salvager's effects have been on the weak side since they were introduced. I think there are some more non-warfare effects that could be used to improve it. (The Scrapper leader trait that grants alloys might be a good jumping point to build on).
  • The brand new scientist roles (assist cloaking detection, active reconnaissance) being useless, since it would be ridiculous to waste a scientist on gaining intel when you can only ever have 5.
You can certainly field more than 5 if you're a heavy-science based empire. That being said, I won't deny that scientists have an insane number of roles to fill and that's something that might be worth consideration in future balancing and tuning. The devs have previously stated their intention to do so even before the release of the DLC so I think the pettyness comment you've made above seems out-of-touch.
  • An entire scientist tree dedicated to assisting a single job type on a single planet in your empire, while leaders are a finite resource in your 100+ planet empire.
I don't understand what your complaint here is. The Discovery tree got rebalanced because there isn't as many leaders (and thus scientists now). Science and tech production is still insanely powerful in general. In the theoretical 100 planet example, you would naturally have more tech worlds which the tree now improves all of them. If anything, I'd say Discovery is more powerful than it used to be because of this fact. Tech rushing is still powerful, and the DLC hasn't changed that and if anything, has enabled more efficient ways of pulling that off. This is why the leader cap is so valuable and requires a lot of attention.
It needs some drastic revision. It doesn't even do the one thing it's supposed to do (make individual leaders matter) unless you're playing a tall empire for whom leaders already mattered. For everyone else, the correct decisions is to hire past the cap anyway and ignore the new DLC material in favor of the generic stat bonuses of just having more leaders.
It does need revisions and the devs have already stated that they will do so. And whenever a DLC is released, there's always patches dedicated to getting it closer to a comfort zone for most of the players as well as resolving bugs. None of the points that you mentioned above have clarified why you believe it doesn't make individual leaders matter.
Leaders are much more powerful now. Leaders are much more limited now and stand out more. Leaders have backstory attached to them. Leaders have events tied to them now. Leaders have their own UI for the events tied to them now so you can clearly see the leader in question. Leader classes have been rebalanced and do much more than they used to (generals are especially relevant now).
The cap is a soft cap, it's okay to go over it a bit just like it can be okay to go over 100 empire size or over your naval cap or even over your starbase cap. The benefit of a soft cap is that it requires players to make a decision on 1) Is it worth it? and 2) How far over do they want to commit?
The intention of the soft cap is to give players some latitude on weighing the disadvantages with the advantages. Eventually the disadvantages scale to where it outweighs the advantages. That's the point. You've made no clarification on why players are supposed to ignore the content of the DLC. Traits are still amazing, and leaders are much more powerful.
 
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However is the current limit high enough for a players average empire 50/100/150 years in? Should Paragons count towards that limit? are there enough ways to grow it? etc
That's what will take some time to figure out now the update is out and lots of people are playing.
Of course we are, and it is quite likely that there will be adjustments to the various systems.
I hope that one item of consideration is allowing rulers hold field positions.

At the start of the game, for many empires this would presumably involve having the ruler as the governor of the homeworld (and the starting sector). That would make a lot of logical sense - for instance, before interstellar exploration begins, being the ruler of the empire would in many cases be synonymous with being the "ruler" of the homeworld. The president of the UNE would start out governing Earth. Though more martial empires may rather have the ruler as the head of the military forces, leaving civilian matters on the homeworld to be handled by a steward or minister of the interior.

This would resolve the issue of rulers having redundant field traits, or leaders losing their field position upon election (especially frequent and likely in democracies). And it would be nice if Mercedes Romero, Chosen One God-Empress of Blorgkind, could personally lead the military forces in the grimdark struggle against the friend request deniers.
 

Abdulijubjub

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You're gonna need to provide some concrete examples to back your points up because I do not understand how you got to several of these conclusions.
  1. Tall empires can assign a governor to all their major planets, and a scientist to all their major research planets, simply because they have fewer planets.
  2. The exploration phase goes on longer because there are fewer scientists surveying and exploring hyperlanes, from all sides.
This doesn't seem at all optimal to me. If anything this seems like purposefully tanking your empire's unity economy. Having an overwhelming amount of level 1-3 governors with basic traits (the traits get more powerful the higher leveled the leader becomes, veteran traits are introduced at 4, destiny traits are at level 8) doesn't seem very advantageous. If you have 50 planets, it's better to have a few high level governors on your most productive planets to maximize their output with governor traits and let the other planets of the sector benefit from the skill level bonuses (2% resources per jobs, -2% empire size from pops, -3 crime per skill level). If you put governors on all the planets of those sectors, those governors override the sector governor's skill levels (but it allows you to have traits. More beneficial for smaller empires). For example, if you have a sector with 3 planets, and the capital has a level 10 governor, and the two other planets have level 1 governors, those 2 planets are missing out on 18% resources per job, -18% empire size from their pops and -27 crime.
My last 3.7 save had around 15 sectors, 100 colonies, around 20 fleets, and around 1700 empire size after aggressive compression, removal of all districts that weren't relevant, consolidation into ringworlds, selection of traditions/perks that decreased sprawl at the cost of other things, etc. I'm spending around 20k unity per month on edicts (just running every ambition), but generating 60k unity, so it's fine. I've ascended 3 ecumenopoleis and 6 ringworld segments (so far, IIRC).

If I had redone that in 3.8, I would instead have better tradition picks, 20% more pops (because I can spread all my pops around and use regular research labs instead of cramming everything into ringworlds for 4.5 growth on every planet), double the research (because every planet is ascended, so metallurgists will have 90% upkeep reduction, every researcher will need only .5 CG, etc.). And I can directly integrate all my vassals because their crappy sprawl inefficient planets don't matter. And triple that research again, because I'm no longer paying 3x research costs due to 1700 empire size and megacorp (1+1.6*1.25).

Hiring 50 governors could cost me another 3k unity per month, maybe. I'd have to spam Leadership Conditioning a few times to get there, otherwise it's around 1500. But doing so would reduce my unity spent on edicts from 20k to 3k.

Or, I could stay within the leader cap and get a few destiny traits that give me +35 research each (compared to my 100k+ research, which would go to the equivalent of 600k if I hired 50 governors instead). If I'm clever about the early game, I may be able to get destiny traits on my leaders anyway before going all the way to zero empire size (and zero leader XP). If I'm very clever, I may be able to get Gray Eminence councilors, and not have to even hire 50 govenors: 4 Gray Eminence councilors and 6 other governors also gives -100% empire size, while staying within the cap.

The numbers are all huge because this is me facing down the third 25x crisis (the save I have on hand), but the math is the same if you have 600 empire size and are making 10k research. 35 research of each type vs. tripling your 3x research. Going to 0% empire size is always optimal; paragons can't compete.


While this is a very optimal method of handling scientists, I would argue that the scientist spam in early-game we had before wasn't very fun either. I think having more options and decisions to make in a strategy-based game is essential to what makes strategy games fun. If there's only 1 really viable way to go about early-game, that's not very strategic. I still think having 2-3 scientists for exploration is probably a decent starting amount and the cap just prevents the spam and keeps it at that more reasonable number.
Sure. The scientist spam wasn't super fun. But this is so much worse
Which custom art for event generals were deleted? Generals are much more useful than they were before because for several reasons.
1. Generals focus on more than just army now. They can get traits related to starbase defense now. For example, there is a veteran trait that gives extra defense platforms and a 15% bonus to defense platform hull strengths. Or a destiny trait that makes researchers on a planet produce 10% more (along with giving army health). Or council veteran traits that improve spying and vassal loyalty. They are much more versatile than before.
2. Generals have traits that make army invasions much more appealing. From pilfering resources to stealing tech.
3. Several council seats can be filled by both admirals and generals, so if you don't want to/don't need another admiral, you can use generals and have them for planet defense/production or other uses. Alternatively, some seats can only be filled by generals so the same as above.
This update made generals near worthless, if you play the game as intended (staying within the cap). You have only 12 leaders. Will you spend one on a general that does nothing 90% of the game, but save you around 300 minerals in armies every time you invade (to total maybe 60k minerals throughout the entire game), or will you choose a scientist to assist research who cranks out an extra 300 research every month for the entire game?

I'm saying they effectively removed generals from the game, except for roleplay. In the same update that they added custom art for renowned general leaders, and added a bunch of new traits.

1. The traits focused on starbase defense would be really cool if they didn't use a leader slot. But giving up 1 of your slots for +1 DP cap and 25% hull in a single system is not a good trait, by several orders of magnitude. You could just buy a few extra destroyers and park them in the system every time the DPs get wiped out and achieve the same thing. So maybe 300 alloys every time the starbase gets annihilated in a war. This is, of course, assuming your general ever gets high enough level to get those traits in the first place.
2. That would be very hand if you were constantly invading and re-invading planets. Assuming, of course, your general lives to get high enough level to get such things.
3. In what world would you ever both be constantly going to war (and therefore have the general be useful), but not need another admiral? Those council seats that are taken by generals only are a legitimate use of generals, yes. But it's effectively a tax.

This seems like unjustified dev bashing when you say pettiness but don't clarify how it's petty.
I said that because the first 3 bullet points are completely game breaking issues that remove huge swathes of other game systems just by existing, were extremely obvious to anyone who thought about the math of the new features for about 20 seconds, and yet made it to live anyway. They're major issues. The latter are not major issues, hence "increasing pettiness".

How/what traits are doing -100% empire size?
How/what is doing -90% ship build cost in relation to habitats?
50 governors and the Aptitude tradition tree or 5 Grey Eminence governors (or any linear combination thereof).

Governors get traits which reduce ship build cost. 3 planets in a system and an easily available agenda is enough to get to -90% ship build cost in the first decade. So Void Dwellers/systems like Trappist get it for free, as does anyone who builds two habitats in their capital (or one, in a system with 2 planets). Councilors get similar traits, so eventually you can do this in multiple systems throughout your empire (though it takes a bit longer).
Fairly certain this is incorrect as it is a starting ruler trait in the script files which means only the ruler should be able to get it. In fairness to you, the latest patch might have fixed that so that probably was unintended behavior which means that this was an actual issue and has since been resolved.
No. It's available to any councilor.

While you can micro that, I think you're exaggerating how big of an issue this actually is. Blockers are generally cleared only once per planet which means if you've cleared all the blockers on your planets this is a non-issue. It also doesn't require that many clicks compared to everything else you're clicking in the game.
Sure. This is a petty complaint, especially compared to the above.

I'm not sure which civic you're talking about but if you're talking about Vaults of Knowledge your statement ignores several benefits.
1. It gives +1 leader starting level and +1 effective councilor level so your councilors start as if they're treated as level 3.
2. You've ignored the fact that nearly every spot a leader can fill, they have a bonus that scales by their skill level. The extra level means they do more than just the trait by itself.
Also, it's not clear how an extra leader level is related to going above the cap and how that is an issue. If you're trying to say that the cap is preventing the leaders from being fully taken advantage of with all the bonuses, civics and traditions, then I reiterate my point from the first post I made.
"Otherwise without leader cap, Unity spam could overtake research rushing as having as much Unity as possible and a governor on every planet and a scientist assisting research on every planet and an admiral for every fleet accelerates wide empires without restraint."
Again in fairness, the cap might be too stringent and I would suggest that it would be considered that some mid/late-game ways of acquiring some more leaders be implemented. It looks like 11 is the maximum leaders you can have by late-game (including traditions and oppressive autocracy civic), and I think a number closer to 12-14 maximum (with all bonuses) would probably be better.
I'm not ignoring them. I'm just pointing out an easy to spot, contradictory bit of design in the newly released content. Being able to pick traits is a core feature of the expansion. The new civic which is meant to lean into that doesn't let you pick your traits. Note that I'm not complaining about Heroic Past (which just gives you a free trait, but doesn't cost you the opportunity to pick one later).

+1 level is good. Obviously it's immediately useful. But the fact that they don't let you pick the level 2 trait means you're actually getting worse leaders in the long run because of both the missed opportunity to pick a better trait and the way that undesirable trait picks lock you out of others. Granted, it only applies to basic traits. But considering that that includes things like Spark of Genius, Meticulous, or Logistic Understanding, that matters.

It relates to going above the leader cap because +1 level (with a bad trait) is an unambiguously good thing if the leader was never going to get to level 2 anyway (or, rather, would take forever to go up each level because you're reliant on Leader Conditioning). That's an exception to the rule.

I will state I do think salvager's effects have been on the weak side since they were introduced. I think there are some more non-warfare effects that could be used to improve it. (The Scrapper leader trait that grants alloys might be a good jumping point to build on).
They are significantly weaker now that you have only a finite number of scientists, and sparing one (especially a high level one) to go scan random debris in the middle of a war zone is probably a very bad idea, even with the civic.

You can certainly field more than 5 if you're a heavy-science based empire. That being said, I won't deny that scientists have an insane number of roles to fill and that's something that might be worth consideration in future balancing and tuning. The devs have previously stated their intention to do so even before the release of the DLC so I think the pettyness comment you've made above seems out-of-touch.
Ok. 6, or 8. Or as many as you like, if you go over the cap and cease to care about the budget at all (though your scientists will be crappy and low level, and therefore mostly useless for assisting detection, in that case). But if you play within the cap, you have a very small number of scientists, and all of them are precious, which was my point.

The devs have not stated their intention to increase the cap. In fact, they have explicitly stated that they have no intention to increase the cap, because they know better than us what's good for the game, and we're just complaining because it's a big change. I suspect they'll walk that back at some point, but as far as I know, the most recent communication is "we're not increasing it, this design is better".

Edit: they did, in fact, walk it back, and sooner than I thought.

I would be pleased if they reworked several systems to require less direct scientist intervention. That would be wonderful. But "don't criticize the way the game currently is because it might possibly be fixed (though they haven't said so) at some point in the future" is nonsense. We raise complaints about things that are broken so that they will be fixed. I expect a large number of these complaints to be alleviated, eventually. But they haven't been yet.

I don't understand what your complaint here is. The Discovery tree got rebalanced because there isn't as many leaders (and thus scientists now). Science and tech production is still insanely powerful in general. In the theoretical 100 planet example, you would naturally have more tech worlds which the tree now improves all of them. If anything, I'd say Discovery is more powerful than it used to be because of this fact. Tech rushing is still powerful, and the DLC hasn't changed that and if anything, has enabled more efficient ways of pulling that off. This is why the leader cap is so valuable and requires a lot of attention.
I'm referring to the scientist assist research specialist class. It's great once you get ringworlds. But before that (or if you play now-optimally, totally ignoring sprawl), it's useful only for small empires or the start of the game.

This is, indeed, the least major issue. I can see how someone could disagree that this is an issue at all, even in the current build.
It does need revisions and the devs have already stated that they will do so. And whenever a DLC is released, there's always patches dedicated to getting it closer to a comfort zone for most of the players as well as resolving bugs.
I hope it gets major revisions. But some of these revisions seem like they will require rewriting entire systems whose very basis was flawed.

And, again, "you shouldn't criticize it in the present because it might be fixed in the future" is nonsense.

None of the points that you mentioned above have clarified why you believe it doesn't make individual leaders matter.
Leaders are much more powerful now. Leaders are much more limited now and stand out more. Leaders have backstory attached to them. Leaders have events tied to them now. Leaders have their own UI for the events tied to them now so you can clearly see the leader in question. Leader classes have been rebalanced and do much more than they used to (generals are especially relevant now).
Leaders are much more individually powerful if you play as intended. Leader are 10x more powerful than that, though individually meaningless stat sticks, if you completely ignore the cap and leave all your leaders as faceless level 1 mooks for the entire game.

The best way to use leaders now is the "hire to 50 governors, ignore leaders for the rest of the game" strategy. Under this strategy, leaders do not matter.

This strategy/exploit/whatever you want to call it was obvious the instant they showed it a 2 second flash of the Aptitude tree in the livesteam, and was repeatedly pointed out when they did the dev diary. They have made vague rumblings that that particular issue is being addressed, but I have a sneaking suspicion (based on their previous "fixes") that that means they're going to slap a 90% cap on it, as if making it only reduce your 2000 size empire to 200 is really going to fix the problem.

And the 90% reduction in ship build cost makes that pale in comparison.
The cap is a soft cap, it's okay to go over it a bit just like it can be okay to go over 100 empire size or over your naval cap or even over your starbase cap. The benefit of a soft cap is that it requires players to make a decision on 1) Is it worth it? and 2) How far over do they want to commit?
There is no decision, beyond roleplay. "Do I want a pretty picture next to my ruler's stat bar because they're level 8, or do I want my empire to produce 10x as many alloys and as much research?"
The intention of the soft cap is to give players some latitude on weighing the disadvantages with the advantages. Eventually the disadvantages scale to where it outweighs the advantages. That's the point. You've made no clarification on why players are supposed to ignore the content of the DLC. Traits are still amazing, and leaders are much more powerful.
The intention failed. The advantages only stop outweighing the negatives when you literally run out of sprawl to remove.

I hope it's fixed. I love the idea, and I was optimistic basically right up until release because the issues were so obvious that I assumed they had workarounds in place, but they just weren't mentioned in tooltips. What you're seeing here is frustration, because I really, really wanted this to be good.

Before the release, after their livestream, I said something along the lines of "I'm very confused. The systems they're building seem so cool, but the things they're doing with them are so wildly unbalanced". Currently, I'm still in the "wait and see" phase.
 
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ASGeek2012

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100%! It could be we are just flat out wrong or the implementation is a little too tight. I've had a lot of prodcutive discussions with people about this with the community since making this post, but I don't make design calls :D

My reply here was more to not expect an immediate pivot or things to go back to how they were. Having fewer leaders overall and choosing where to apply them at the cost of other areas of your empire is just good for gameplay.
Fewer starting scientists so that you can't just bulldoze through the earlygame without taking a hit elsewhere is something I'm in favour of but that's a personal opinion.


However is the current limit high enough for a players average empire 50/100/150 years in? Should Paragons count towards that limit? are there enough ways to grow it? etc
That's what will take some time to figure out now the update is out and lots of people are playing.
Of course we are, and it is quite likely that there will be adjustments to the various systems.

Any changes will be carefully considered though. The Leader Cap exists because they are vastly more powerful than they were before.

We recognize that it is on the tight side though, but want to properly explore our options to find a good solution rather than jumping to a reactive one.
Thank you very much for both of your replies, it's appreciated. The only reason my initial response was a little harsh was because Enfield_PDX's initial post seemed a tad on the tone-deaf side, but someone else has already noted this and Enfield_PDX responded to it, so no sense rehashing it here.

Just for the record, I'm okay with a leader cap, I just think it needs to be more flexible, similar to the way we're limited in how many starbases we can have, but this scales up in time. I'm not averse to making tough decisions in the game, I just want the leader limit to better reflect the needs of the empire, and a larger empire simply needs more leaders.
 
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RabbaDooDabba

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Hypothetically, would it be possible for the Divine Sovereign shroud event that happens when a leader has a Chosen trait to trigger if you have an Imperial government?
1683913902812.png

No, Imperial rule excludes you from being eligible for the Divine Sovereign event.
 
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RabbaDooDabba

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I might consider changing this, but only if the current ruler (or heir) is Chosen. Will think about it.
No usual "#No promises, though." disclaimer ?
Comprehensive rework of the Divine Sovereign confirmed! :p

I can see the restriction for MegaCorps (so you do not suddenly switch your whole economy around, probably) but I cannot quite follow why Imperial excludes one from the event.

I personally love events that play fast & loose with ones government (if they lead to something unique) like some options for Under One Rule, Divine Sovereign and of course the Galactic Imperium.
Here's hoping for a future event that turns one into an Inward Perfection Celestial Empire...
 

SilentReflection

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No usual "#No promises, though." disclaimer ?
Comprehensive rework of the Divine Sovereign confirmed! :p

I can see the restriction for MegaCorps (so you do not suddenly switch your whole economy around, probably) but I cannot quite follow why Imperial excludes one from the event.

I personally love events that play fast & loose with ones government (if they lead to something unique) like some options for Under One Rule, Divine Sovereign and of course the Galactic Imperium.
Here's hoping for a future event that turns one into an Inward Perfection Celestial Empire...
Before the addition of the Divine Sovereign civic, this event switched you into an Imperial government, made your Chosen One the ruler, and gave you the Imperial Cult, Philosopher King, and Aristocratic Elite civics. I guess the reasoning was that if you were already Imperial, there was no reason to make the switch, but the biggest gripe for me now is that you can easily miss out on a free civic if you start off as Imperial. (or megacorp I guess)
 

SilentRebel

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Just a cosmetic bug, but planets aren't transitioning correctly from one type to another via terraforming, console command (planet_class pc_[planet type]), planet cracker, anomaly, etc.
Was hoping it would be fixed after this latest hotfix, but the problem still persists. Thanks to the devs for their quick response.
 
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