Leader lvl cap and Transcendent Learning

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Kolenga

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A few things that don't seem to make a whole lot of sense:

1.Leader lvls are somehow capped at 10, which doesn't seem to make any sense. Especially since there are perks that solely raise the cap, but if the cap is already at 10 this becomes completely pointless. Which leads to another issue:

2. Transcendent learning. I used to pick this up, until I realised how useless it is. While it may be nice for the earlier going to have two more levels on your leaders, latergame this becomes obsolete since leader lvls are capped at 10 anyways and with the Exploration and Domination trees alone you are almost at that level.
I think this needs a rework!
 

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Even with an uncapped leader level, it'd be pointless to go above 10.
As it is now, it's rare to see a leader reach level 7, let alone go higher - leaders simply gain levels too slowly to reach high levels before they die or the game ends.
 

01d55

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Even with an uncapped leader level, it'd be pointless to go above 10.
As it is now, it's rare to see a leader reach level 7, let alone go higher - leaders simply gain levels too slowly to reach high levels before they die or the game ends.

The hard cap at 10 is a limit on the power of immortal leaders - especially the gestalt intelligence empire leader.
 

The Exile

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Even with an uncapped leader level, it'd be pointless to go above 10.
As it is now, it's rare to see a leader reach level 7, let alone go higher - leaders simply gain levels too slowly to reach high levels before they die or the game ends.

This. Which is why (like OP) I completely ignore Transcendent Learning.

Now, if TL was a 50% boost to leader experience and no level cap increase, I would be sorely tempted to take it with pretty much ANY non-machine empire.
 

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The hard cap at 10 is a limit on the power of immortal leaders - especially the gestalt intelligence empire leader.
It takes a grand total of 18000 XP to go from level 1 to level 10, and a ruler acquires a static 5 XP/month, meaning it'd take 300 years to hit that "limit". Simply going from level 9 to level 10 would take 75 years.
That's of course without experience gain bonuses, but even with a massive +100% XP gain, you'd still be looking at 150 years for a ruler to reach their peak.
 

Zergor

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I think that a good solution would be to transform the exess above 10.
Maybe change each point above 10 to a flat +30% XP increase (maybe more).
That way you will have more chance to have lvl10 leaders even with relatively short lifespans.

An other solution is to have their starting level be increase by 1 for each point above 10 making new leaders way more competents (maybe make them roll lvl ups when created so they have a chance to gain extra talents like for normal lvl ups)
 

DonKeeOT

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Even with an uncapped leader level, it'd be pointless to go above 10.
As it is now, it's rare to see a leader reach level 7, let alone go higher - leaders simply gain levels too slowly to reach high levels before they die or the game ends.

^this^.

The only way to get level 10 leaders (eventually), I have found, is to go with venerable from the start of the game (maybe even pick fast learners), keep the xp gain edict going as much as possible, get the science traditions earlyish, and on a huge galaxy with a lot of scope of exploration your scientists will start hitting level ten by around 2360. Your governors will probably be a bit behind the scientists but forget about admirals - they nerfed admiral xp gain into the ground so you will never see level 10 admirals.

The leader level/xp balance definitely needs some work. I like to RP focussing on developing my leaders so the ascension perk should give like 500% leader skill gain, or something, so you can get level 10 leaders in 50 years or so. Then it would be worth considering.
 

The Boz

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...and then that leader dies, burning all their notes and murdering all their assistants in the process, only to be replaced with a fresh-faced recruit straight out of high school, with no idea what's going on.
 

The Exile

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An other solution is to have their starting level be increase by 1 for each point above 10 making new leaders way more competents (maybe make them roll lvl ups when created so they have a chance to gain extra talents like for normal lvl ups)

Much as I think more XP % boosts are needed, maybe as tech options -- especially for admirals, wtf happened to them? -- I really love the idea of being able to recruit leaders at higher levels.

Honestly, I'd rather all the traditions that give +level cap gave +starting level instead; that would be so much more meaningful. It wouldn't even have to be all leaders in the pool; it could simply open up a range of possible starting levels, with higher levels costing more to hire. I'd love to see a greater diversity in the leader pool, and when I'm swimming in cash I'd gladly pay a premium to hire a level 4 admiral or scientist right out of the gate if I were lucky enough to draw one.
 
Last edited:

Serenity84

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It would be nice if there were less ways to stack leader level cap and increasing the cap a lot required very specialized setups. But there are way too many other ways to increase it. Traditions especially shouldn't affect it that much if at all. They just aren't a choice in the long run and everyone will get them eventually