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Tim_Ward

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Mostly a UI issue - assigning governors etc is needlessly complex, & leader screen layout is poorly designed
 

GamerSteve

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im ok with the leader system atm however i really wish there were some more traits for them it really feels like there are barely any traits for some and especially for governors i just keep getting ones that give bonuses for slaves when i never ever use them and they have nothing good for anything else.

Yep.

The most common ones seem to be the slave bonus (which like you I rarely use), leader age +, or leader cost reduction. Or, always when my planets are mostly finished already, the clear blocker cost... which I need but never get offered all the time in the early game, and don't need but get repeatedly offered in the late game.
 

Ramiel

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The issue to me seems to be not so much with the leader system in general, but with governors in specific - constantly assigning and replacing them gets extremely tedious fast. Does anyone have any issues or complaints regarding scientists, admirals or generals? A simple, quick solution for now I think would be to remove the ability to assign governors to specific planets and make them sector-only. Then either give the ability to assign a sector governor to the 'core' sector, or make the empire leader automatically the governor of the 'core' sector. I'd prefer the latter, which would have the added benefit of giving the empire leader a way of gaining experience while ruling.
Leaders could definitely use a big expansion of their abilities, traits, and function in the game, but that seems like something for a later expansion. Faction overhaul in Banks should help some too.
 

Kayden_II

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This would spur very cheap tactics such as hiring a leader to build a bunch of things quickly and cheaply before firing her immediately after
Why ? - You have still to pay Influence-Points (50 atM ?) to hire a Leader ...
I've suggested, that such a Leader costs (for Example) 0.1 I-Points per Month (I-Maintenance-Costs), but There is no Leader-Cap anymore.
 

Tim_Ward

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The issue to me seems to be not so much with the leader system in general, but with governors in specific - constantly assigning and replacing them gets extremely tedious fast. Does anyone have any issues or complaints regarding scientists, admirals or generals? A simple, quick solution for now I think would be to remove the ability to assign governors to specific planets and make them sector-only. Then either give the ability to assign a sector governor to the 'core' sector, or make the empire leader automatically the governor of the 'core' sector. I'd prefer the latter, which would have the added benefit of giving the empire leader a way of gaining experience while ruling.

Yes. This is correct. Planetary governors are bad, and should feel bad.

Also, some HoI4 style cabinate positions would be nice. Just 3 or 4 basic ones, nothing overly complex. And nice (big, easy to use, with no scrolling) window with an org chart of your government, showing the leader, the minsters for blahblahblah and all the sector governors. That is what I want.
 

Tim_Ward

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which is just like real life where every few years you replace/vote for a new leader

If you had to use the Stellaris UI to vote, turn out would be in the low 20s.

How's it go? You get a notification that a leader has died and then...

1) find the planet, becuase the 'leader died' notification doesn't take you to the planet they were governoring before they died, because fuck you
2) click the planet
3) you are not on the leader panel, because fuck you. click the leader panel.
3) click the leader button
4) scroll to see if you have any unemployed governors hidden the list after the last election. this is a special version of the leaders screen that shows only governors, but instead of using the extra space to show all the governors at once, in a grid it just keeps them all in a vertical list and keeps the rest of the screen empty, so you have to scroll. because fuck you.
5) you don't have any spare governors, click the leader button
6) you get four choices for leader at this stage in the game, but the window is sized so it can only show three at a time so you have to scroll to see that last one, because fuck you
7) Choose between four leaders with iron fist, even though you don't use slaves. Just pick the youngest, I guess.
8) The leader has been inserted at the top of the list, and you're at the bottom. The list doesn't jump to the position of the leader you just recruited, because fuck you
9) Click the dude

Congrats on your 2% bonus to happiness!

Do this every 10 years or so.

This is why most planets do not have governors in mid-game, at least when I play.
 

GamerSteve

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This is why most planets do not have governors in mid-game, at least when I play.

Yeah by mid-game, I have a few sectors (usually around 3-4), one governor each, and my other leaders are admirals, generals, scientists... and if there are any leaders sciencey types I might throw them onto my high-research core worlds, but otherwise... I just can't be bothered. Planet governors, even with great boosts, give +boost to just ONE world. It's more effective to put those guys in charge of a 20 planet sector and boost 20 planets with their +bonus, rather than just one.
 

hsuzy1987

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How about a slider that controls how much influence you pay per month towards generating leaders? Leaders would then spawn up to a cap that would be determined by how much influence you choose to spend. Leaders could also spawn with zero spending, albeit at a slower rate and lower cap. I don't think that leaders should be as a sort of 'influence tax' of dubious value, as they currently are.
 

Kat Tsun

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If you had to use the Stellaris UI to vote, turn out would be in the low 20s.

How's it go? You get a notification that a leader has died and then...

1) find the planet, becuase the 'leader died' notification doesn't take you to the planet they were governoring before they died, because **** you
2) click the planet
3) you are not on the leader panel, because **** you. click the leader panel.
3) click the leader button
4) scroll to see if you have any unemployed governors hidden the list after the last election. this is a special version of the leaders screen that shows only governors, but instead of using the extra space to show all the governors at once, in a grid it just keeps them all in a vertical list and keeps the rest of the screen empty, so you have to scroll. because **** you.
5) you don't have any spare governors, click the leader button
6) you get four choices for leader at this stage in the game, but the window is sized so it can only show three at a time so you have to scroll to see that last one, because **** you
7) Choose between four leaders with iron fist, even though you don't use slaves. Just pick the youngest, I guess.
8) The leader has been inserted at the top of the list, and you're at the bottom. The list doesn't jump to the position of the leader you just recruited, because **** you
9) Click the dude

>Not using sector governors.

It's more like:

1) "A leader has died," a governor.
2) Go to "Planets and Sectors" [F5 key I think?].
3) Scroll down the list to whichever sector is missing a governor.
4) Click "choose leader".
5) Recruit leader from governor list.
6) Click on the leader at the top of the list.

Don't be dramatic.

Also, this is substantially less ambiguous and more intuitive than real life ballots.
 

D Inqu

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I have to agree that replaceing leaders very much depends on your species. My favourite faction are enduring materialist space cats, so they live past 100 out of the box (+25 from trait + 10 from very early tech). Late game, with the genetically enhanced leaders, living past 200 becomes common, so for guys like governors/main scientists they effectively live for most of the game.

Then I played a game with a fleeting species (inspired by salarians), and it was just annoying. Leaders dropping off like flies, requiring lots and lots of mouseclicks to replace them. I don't mind difficulty but this is just player irritation.
 

Foefaller

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I think faction leaders in 1.5 are drawn from you leaders? That should give them a little more depth.

Definitely some issues with some of the ways leaders work. Especially governors. Unless you're making a single megasector you won't have enough of them for your core worlds, and it's kinda silly that your main/directly controlled worlds are technically worse off than the boondocks because of that.

I had an other Suggestion, Which fits into this Topic, too ...
Instead of Having an arbitrary Leader-Cap, Theres NO Leader-Cap, but You have to pay Influence-Maintenance-Costs for Leaders ...
0.1 I-Points per Leader per Month for Example.

With an influence cost on dismissal so you aren't cycling leaders endlessly looking for the perfect one, right?
 

Kayden_II

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With an influence cost on dismissal so you aren't cycling leaders endlessly looking for the perfect one, right?

Or maybe Something like This ...

A Leader replaces Itself through Inheritance or Elections and this Replacement costs NO Influence-Points ...
But, in the Case, that You want to replace a Leader - Yourself, You have to pay Influence-Points.