There's an imbalance between leader roles (namely, scientists) that I think is strongly affecting how people perceive leader capacity as a limitation:
Assigning a governor to a planet can give that planet huge bonuses, but a planet doesn't necessarily need a governor to function. Assigning an admiral to a fleet can give that fleet huge bonuses, but a fleet doesn't necessarily need an admiral to function.
The same is NOT true for science ships. Assigning a scientist to a science ship can give that ship huge bonuses, but a science ship can't function at all without a scientist.
I feel like a lot of the complaints (or, "complaints") about leader caps right now can be addressed immediately, directly, and with minimal effort by allowing science ships to function even without a scientist assigned to them. If this has to mean science ships become a more significant investment, on par with a colony or a fleet, then that would only be fair.
I personally like how the current leader cap synergizes with council seats to make your leader choices feel like significant, meaningful decisions that feed directly into play styles. It would sort of suck to change that back so soon just because the usual complement of complainers voiced their complaints about major changes in a game that experiences major changes every six months for the last seven years running.
(For everyone else: if you want to hire 2-4 scientists at the start of the game to explore the galaxy, then you need to make sure your civics give them council seats to advance into. This will help to minimize how many leaders your empire needs to function. If you want a military or economy focus instead of a tech focus, then do the same for admirals or governors. Believe me, if you haven't seen what a council of 5 max-level governors can do for your economy, then you need to stop whatever you're doing and try that, because holy crap.)
Assigning a governor to a planet can give that planet huge bonuses, but a planet doesn't necessarily need a governor to function. Assigning an admiral to a fleet can give that fleet huge bonuses, but a fleet doesn't necessarily need an admiral to function.
The same is NOT true for science ships. Assigning a scientist to a science ship can give that ship huge bonuses, but a science ship can't function at all without a scientist.
I feel like a lot of the complaints (or, "complaints") about leader caps right now can be addressed immediately, directly, and with minimal effort by allowing science ships to function even without a scientist assigned to them. If this has to mean science ships become a more significant investment, on par with a colony or a fleet, then that would only be fair.
I personally like how the current leader cap synergizes with council seats to make your leader choices feel like significant, meaningful decisions that feed directly into play styles. It would sort of suck to change that back so soon just because the usual complement of complainers voiced their complaints about major changes in a game that experiences major changes every six months for the last seven years running.
(For everyone else: if you want to hire 2-4 scientists at the start of the game to explore the galaxy, then you need to make sure your civics give them council seats to advance into. This will help to minimize how many leaders your empire needs to function. If you want a military or economy focus instead of a tech focus, then do the same for admirals or governors. Believe me, if you haven't seen what a council of 5 max-level governors can do for your economy, then you need to stop whatever you're doing and try that, because holy crap.)
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