Indeed. While it's not unreasonable for leaders to have one area of expertise, scientist specializations are way too tasty to be offered on hire: they are the main reason this entire problem exists!These three leader traits would either be neutral or if you don't want to or lack the time, you could also make the pool for level one traits just eager, resilient and adaptable. Those three traits seem like the closest to neutral traits we have right now and could be decent for pick your preference, while essentially killing the desire to cycle.
IMHO, scientists specialized on some area of tech should either not be available during hiring, or cost much more than unspecialized scientists!
Moreover, after hiring a leader it should take some time for the pool to be refilled - at least one year.
Indeed. It's painful enough when occcasionally a scientist gets killed while you're trying to learn the language of another empire, but getting an effectively catastrophic trait while assisting research on some planet is outright ridiculous! When you look at the real world, less than 1 in a thousand scientists ever develop traits as detrimental as even the weakest of the negative Stellaris leader traits, but in Stellaris it's more like 1 in 5! These traits should go, or at the very least their effects be massively reduced.I'd also suggest that arrested development get nuked, it has be just obnoxious. Part of this is that it's way too common, but also something that kneecaps a leaders potential. The negative traits really should be results of events.
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