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Nussor

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I suggest scrapping the leader type (governor, scientist, admiral, general) and replace them with appropriate traits. This gives you more flexibility and allows a closer connection with the empire's government type.

For example, a militaris government would only generate leaders with a military background, meaning the pool will be filled with people who excel at military duties, but most will not be good choices for scientific operations or governing planets. A "science directorate" would generate great scientists and pacifist/moralist government would generate great politicians, but bad soldiers. "Unconnected" government types should also get their traits: Plutocrarchies would get competent financial administrators, Star Empires well-connected, but often corrupt beaurocrats, and so forth.
 
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ztaesek

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Hmm. I would only be in favor of this if the leaders went to a character leveling type system. Start with a trait and you'd get to choose their development path for them. Otherwise, removing their categories would be a bit cumbersome on the UI and I've rarely experienced the need to move leaders outside their category. I just usually only have 1 admiral, 1 general, 5 scientists, and x governors.
 

Defiler99

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What's funny is that the game already generates leadership traits for each role, even when creating an Admiral or Scientist etc.
If we turned a scientist into an admiral etc they would already have an admiral trait.

923b091ada.png
 
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Nussor

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Well, you'd choose the leaders carrier by having them conduct the respective activity. Instead of "levels" they improve core traits that come with fancy names like the education paths in CKII.