As long as you are not fanatic egalitarian you are hitting and overshooting the leader level cap of ten without even trying.
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No it won't. The lack of a level cap won't change anything about how difficult it is to get high-level leaders. In my experience, leaders rarely actually reach the level cap, so I don't see how removing it would somehow result in hordes of high-level leaders.However, removing the cap entirely will do nothing but make Machine Intelligences overpowered again.
The faction doesn't like using the leader boosting policies and since you can just research life extension endlessly anyway it's easier to just leave on natural selection (no boosts) & get the happiness from it instead. Fanatics can't even select the level 1 boosts, normal can but don't like it.wait, fanatic egalitarians get less high level leaders? why?
It would be interesting if you could assign a lower level leader to a higher level one to 'shadow' them on the job allowing the lower leveled leader to level up to a certain percentage of the higher leveled leaders level(increasable via techs/policies/civics). And as you said there are story telling/event possibilities in this. The price you pay of course is all the upkeep and maybe reduce the effects of the higher leveled leader a little bit since training up the newbie introduces some inefficiencies into their normal tasks(like maybe -X effective levels scaling by tech/policies/civics?).I think having Gestalt Leaders that potentially live forever vs. normal leaders that eventually die and need to be replaced, is actually a pretty cool case of asymmetric design. Bio Leaders that live forever should really be the exception to the rule, and only sustainable if you invest a lot into it. The problem with that is, having leaders die is really, really frustrating right now, and I believe granting access to unlimited levels would just make the problem worse. If a theoretical level... 17 leader dies and needs to be replaced with a level 1 leader, that's just a disaster and feels horrible.
But I think the solution should be a proper redesign of the system, where you actively train replacement leaders for some mild investment costs over time, rewarding players for investing into it, and potentially offering some storytelling opportunities to give those leaders a bit more personality. Increasing the level cap just to allow 150+ year old leaders to continue leveling is the wrong direction in my opinion.
Overall I think leaders should be something that you have to replace a few times each game, not something that you just keep forever with ever-increasing bonuses.
Training, and replacing leaders should be more fun, though, and definitely needs to be expanded upon.
Pretty much this. I'd love to see an apprenticeship system that's simular to how imperial rulers work. Or a Retirement System in which you tell a leader to retire and he becomes a teacher increasing the base level of the pool. Preferably both options would be available separately, so some empires use apprenticeship, and other empires use Retirement.I think having Gestalt Leaders that potentially live forever vs. normal leaders that eventually die and need to be replaced, is actually a pretty cool case of asymmetric design. Bio Leaders that live forever should really be the exception to the rule, and only sustainable if you invest a lot into it. The problem with that is, having leaders die is really, really frustrating right now, and I believe granting access to unlimited levels would just make the problem worse. If a theoretical level... 17 leader dies and needs to be replaced with a level 1 leader, that's just a disaster and feels horrible.
But I think the solution should be a proper redesign of the system, where you actively train replacement leaders for some mild investment costs over time, rewarding players for investing into it, and potentially offering some storytelling opportunities to give those leaders a bit more personality. Increasing the level cap just to allow 150+ year old leaders to continue leveling is the wrong direction in my opinion.
Overall I think leaders should be something that you have to replace a few times each game, not something that you just keep forever with ever-increasing bonuses.
Training, and replacing leaders should be more fun, though, and definitely needs to be expanded upon.
They do so long as piracy in local system greater then 0, it's just so infinitesimal(5 per month) as to be nigh worthless. At 5 per month it would take 300 years without xp boosts to cap out with most of that being in level 4 and up. And mind if they zero out piracy, which is kinda the point it doesn't count.snip
- admirals patrolling could gain some xp over time too