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[Dev Team] Astral Planes and Stellaris 3.10.0 "Pyxis" Released - checksum (462c)

Hello everyone!

It's my pleasure to announce that the Astral Planes Narrative Expansion and the Stellaris 3.10.0 "Pyxis" update have been released and is available for download now. A 10% discount is active until November 27th.


astral planes features.png


Here are the changelogs for the release:

Astral Planes Narrative Expansion Features

Our largest story based release yet, Astral Planes focuses on mid to late game exploration content with over 30 Astral Rifts with widely branching storylines. Unlike the relative safety of Archaeology sites, the Rifts you explore will lead to completely different realms of existence, where fundamentals that were certain at home may not always be true.
  • Added Astral Scars and Rifts
    • Added 30+ Rift Sites
      • Each site contains branching narratives, featuring multiple potential endings and a chance at powerful new rewards
    • Added Astral Thread Resource
    • Added Astral Harvesting and Rift Sphere Technologies
    • Added “Rift in Space” Situation and random Rift Situations.
  • Added 8 New Relics
  • Added 10 Astral Actions, plus 4 additional Astral Actions if you have the Overlord expansion
  • Added Riftworld Origin
  • Added 4 New Civics
    • Hyperspace Specialty
    • Dimensional Worship
    • Dark Consortium
    • Sovereign Guardianship
  • Added 3 New Music Tracks from Andreas Waldetoft
  • 70+ New Event Pictures
  • 80+ New Sound Effects
  • the formless...

3.10.0 “Pyxis” Update

Features

  • Leader Consolidation - see Dev Diary 322 for more details.
    • Admirals and Generals have been merged into the Commander, the Military leader class.
    • Governors and some Envoy functions have been merged into Officials, the Administrative leader class.
      • Officials are now assigned to represent your empire in each of the Galactic Community (or Imperium) and your Federation rather than assigning multiple Envoys.
      • Envoys still represent your Empire's overall diplomatic bandwidth, and handle First Contact, Improving and Harming Relations, and Espionage.
    • Scientists remain the third, Scientific leader class.
    • All leader classes can now govern planets and sectors.
      • Military governors apply Martial Law to a planet or sector, which increases worker and slave output at the cost of specialist and ruler output, adds soldiers to the planet or sector, and causes soldiers to increase stability.
      • Administrative governors increase general material resource extraction and industrial productivity.
      • Scientific governors increase research output on the planet or sector. This replaces the old Assist Research Scientist action, which has been removed.
      • Most governor traits now include apply to a lesser extent to the rest of the sector, unless a local planetary governor is overriding them.
    • Added the Minister of State for most non-gestalt empires. (Some civics, such as Fanatic Purifiers or Inwards Perfection, remove this position.)
    • The Minister of Defense, Research, and State council positions are no longer locked for players with Galactic Paragons, and can be replaced with other council positions when you reorganize your council, though at a cost.
      • No Minister of Defense: -25% Naval Capacity
      • No Minister of State: -25% Diplomatic Weight
      • No Head of Research: -25% Research Speed
    • A balance pass has been made on all leader traits and subclasses. Many have changed significantly, and the overall power level has generally been decreased.
      • Traits chosen when levelling up will now be biased towards the leader's current position, whether or not you have Galactic Paragons. (i.e., A Scientist that is governing a planet will be more likely to receive leader traits related to planet governance.)
    • The classes of all event leaders and paragons, as well as leader themed civics, technologies, and traditions, have been reviewed and adjusted.
  • Council Legitimacy now gives bonuses or penalties to council agenda speed.
  • Replaced the Recommended Content window with a more full-featured Additional Content Browser.
    • The Additional Content Browser increases the clarity and transparency of what various DLCs contain, by letting you preview things like Origins, Civics with full tooltips that include nested concepts, animated Portraits, and Shipsets. It is our hope that this will help you make more informed decisions about DLC purchases. (The Additional Content Browser will only be available on some storefronts, and will not update information without an active internet connection.)
  • Added Tabbed Outliner.
    • Information is now split across Government, Ships, Politics, and Structures tabs, which will appear as they become relevant to your empire.

Improvements
  • Many event chains now include event chain titles in the event window.
  • Added three new planet modifiers: Abundant Geothermal Activity, Subterranean Wildlife, Rich Microflora
  • Added four planetary decisions to be able to remove some negative modifiers without having to terraform the planet: Remove Bleak Planet, Add Dayside Farm, Remove Hazardous Weather, Remove Dangerous Wildlife
  • A toast message will now appear when a truce expires.
  • Clarified tooltips of modifiers that increased leader cap
  • Expanded on the Zroni dig site descriptions.
  • A notification will now be sent when yoour fleets are unexpectedly forced to decloak
  • You can now change the destination of a Leviathan Parade Situation at the cost of some unity.

Balance
  • Administrative Leaders can no longer serve as the Head of Research.
  • Archaeo-Engineers AP now gives +1 Scientist Capacity
  • Aristocratic Elite no longer has +20% Governor XP gain, but instead gives a 20% chance for leaders to have a bonus positive and a bonus negative trait.
  • Autonomous Drones and Sovereign Circuits now provide +1 Leader Trait Options
  • Belligerent Diplomatic Stance now grants -1 External Leader Pool Size in addition to existing effects
  • Blocked Inwards Perfectionists and Fanatic Purifiers from having a Minister of State.
  • Centralised Command society tech increased to Tier 3
  • Changed leader recruitment cost to be a quadratic equation instead of exponential
  • Cooperative Diplomatic Stance now grants +1 External Leader Pool Size in addition to existing effects
  • Corporate Authority and Corporate Dominion Civic now grant +1 External Leader Pool Size in addition to existing effects
  • Council Legitimacy now directly modifies base council agenda speed, at 0% Legitimacy base agenda speed is 50%, at 50% Legitimacy it is 100%, at 100% Legitimacy it is 125%. Empires without Council Legitimacy are treated as if they have 50% Legitimacy for this.
  • Decreased the leader XP gain from the Luminary Bloodline trait.
  • Democratic Authority now grants +1 Leader Pool Size in addition to existing effects
  • Dictatorial Authority now grants +25% Ruler XP and -1 Leader Pool Size in addition to existing effects
  • Empires can now support three leaders of each class without using leader capacity. Generic leader capacity has been removed.
  • Eternal Vigilance now gives +1 Commander Capacity
  • Factions are now more upset if their ethic is not represented on the council or by the empire ruler.
  • Galactic Force Projection now gives +1 Commander Capacity, +2 Max Influence from Power Projection, increases Naval Capacity by 100 and Fleet Command Limit by 50
  • Gestalt rulers no longer count towards leader capacity
  • Heroic Past, Precision Cogs, Pooled Knowledge and Factory Overclocking all now provide +1 Commander, +1 Official and +1 Scientist Capacity.
  • Imperial Authority now grants -1 Leader Pool Size in addition to existing effects
  • Imperial Cult now grants additional priest jobs to the ruler's homeworld scaling with their level.
  • Imperial Prerogative now gives +2 Official Capacity
  • Improvements to Mastery of Nature, planet modifier now gives +50% resource districts
  • Changed Leadership Conditioning to reward 3,000 XP equally shared between all leaders below level 10.
  • Isolationist Diplomatic Stance now grants -2 External Leader Pool Size in addition to existing effects
  • Leader Enhancement policies now increase the starting level of leaders instead of increasing Leader XP gain.
  • Leader starting age has once again been increased
  • Leader traits from ascension paths no longer provide research points scaling with leader level
  • Leaders now have a slightly higher chance to start at a higher level.
  • Learning campaign edicts leader xp gain have been reduced
  • Mercantile Diplomatic Stance now grants +1 External Leader Pool Size in addition to existing effects
  • Naval Tradition federation perk now gives +1 Initial Admiral Level instead of +10% Admiral XP gain.
  • Nerve Stapled now gives -100% leader XP gain, if you somehow generate leaders from species with this trait.
  • Not having a Head of Research (or gestalt equivalent) will impose a -25% penalty to research speed
  • Not having a Minister of Defense imposes a -25% penalty to Naval Capacity.
  • Not having a Minister of State (or gestalt equivalent) will impose a -25% penalty to diplomatic weight.
  • Opener effect for Synthetics now reduces robot upkeep and robot assembly cost
  • Philospher King now only provides +5 Effective Ruler Level
  • Players can now build multiple Quantum Catapults.
  • Pompous Purists Civic now grants -1 External Leader Pool Size in addition to existing effects
  • Pops now have ethics attraction towards the ethics of the local planetary governor
  • Rebalanced a number of species traits that affected leader XP gain.
  • Rebalanced Aptitude Traditions and Leadership Conditioning
  • Rebalanced Feudal Society and Franchising Civics and Shared Destiny AP
  • Rebalanced Statecraft traditions
  • Rebalanced the Auto-Curating Vault, Vault of Acquisitions, Alpha Hub and Citadel of Faith
  • Reduced XP gain from Transcendent Learning
  • Removed leader pool increase from Transcendent Learning
  • Removed Leader Pool size modifiers from ethics
  • Removed leader upkeep modifiers from Embodied Dynamism and Collective Self techs
  • Removed the -10% leader hire and upkeep cost from traditions that only applied to a single leader class.
  • Replaced the +1 Leader Capacity from Oppressive Autocracy with +1 Commander Capacity
  • Reworked the Research Institute, Planetary Supercomputer and Military Academy buildings
  • Slightly increased time needed to survey a system.
  • Specialist subjects now get +1 capacity of the relevant leader type instead of +20% XP gain for that subject type.
  • Species traits that give bonuses or maluses to leader xp gain are now multiples of 10% not 25%.
  • Technocracy now gives Expertise traits additional effects for scientists when governing planets/sectors.
  • The effects of the Ruthless Competition council position now matches Memory Vaults
  • The Khanate Successor origin now boosts military leaders
  • The Lord High Admiral council position now gives increased naval capacity instead of increased commander xp gain
  • The Minister of Defense and Head of Research are no longer mandatory council positions.
  • The Minister of State can be removed by Reorganise Council Agenda.
  • The Opinion lost with the Trader Enclaves for canceling a trade deal now scales with size of the deal.
  • The traditions that previously gave -10% leader hire and upkeep costs for a given class (e.g. Science Division) now also increases the leader capacity for leaders of that class
  • Aptitude Tradition adoption now gives Initial Leader Skill: +1 instead of +1 starting trait to leaders.
  • Discovery, Domination, and Supremacy Traditions now increase initial skill level for leaders instead of decreasing upkeep and hire cost.
  • Transcendent Learning leader XP gain modifier reduced to +25%
  • Transcendent Learning now gives +2 Scientist Capacity
  • Universal Transactions now gives +1 Official Capacity and +20% Commercial Pact Efficiency
  • Updated five existing planet modifiers: Weak Magnetic Field, Strong Magnetic Field, Asteroid Belt, Natural Beauty, Bleak Planet
  • You can only find one promising officer every two years.

Bugfixes
  • Blocked special event leaders from having backgrounds and homeworlds. Warform was not hanging around with the Romans.
  • Fix a case where the leader UI would remain on screen when exiting to main menu
  • Fix councilor position triggers related to authority not being evaluated correctly in galaxy creation
  • Fix diplo weight tooltip when affected by a resolution category weight modifier
  • Fix gestalt leader backgrounds not clearing other leaders' BGs
  • Fix scripted fleet order buttons having incomplete tooltips (e.g. Azaryn's terraforming special action)
  • Fixed Alien Box event changing getsalt councilor nodes portrait
  • Fixed bypasses mapicons always being placed in second position if there is an upgraded starbase in the system, hiding the icon below
  • Fixed crash when checking if an invalid system is in sensor range
  • Fixed Cultist event chain not having any target to pick planet from if the fleet that attacked was destroyed in the meantime
  • Fixed gestalt nodes not having a starting trait
  • Fixed leader portrait changes when changing species
  • Fixed leaders with a preset design using the wrong portrait when their species changes without its portrait changing.
  • Fixed misaligned buttons and inconsistent tooltips in the Planet View
  • Fixed num_owned_relics trigger not displaying its dynamic values in tooltip
  • Fixed num_researched_techs_of_tier tooltip not displaying the technology tier
  • Fixed random rulers never being generated with origin-locked traits.
  • Fixed situation target tooltip not being completely localized
  • Fixed Starbases receiving ship modifiers twice
  • Fixed the "pick trait" button for recruitable leaders
  • Fixed the Inevitable Assimilation tradition for DAs saying you need to adopt Cybernetic traditions twice.
  • Fixed UOR ruler not benefiting from other initial skill modifiers.
  • Fixed UOR setting ruler level to 4 instead of giving +3 initial levels.
  • Leaders excluded from the upkeep cost now correctly produce resources
  • Set the base value for percent_of_leader_lifespan to match the leader lifespan define value.
  • Subjects now support their Overlords resolutions in the Galactic Community correctly
  • The Escape key no longer closes any event windows.
  • The first event option for the event Dysfunctional Council now informs you that the leader will be dismissed.
  • The Xenophobic Fallen Empire will once again be able to get real mad at you if you border them.
  • Worker Coops can no longer be Xenophobic
  • You will no longer be able to avoid being synthetically ascended by being an assault army in space.

AI
  • The AI will no longer build habitats if they have an uncolonised habitat.
  • The AI will prefer building habitats in systems with upgraded starbases unless they have the Void Dweller origin or the Voidborn AP.

Performance
  • Added game rule for possible_precalc = can_fill_precursor_job
  • Added define TRIGGERED_MODIFIER_UPDATE_DELAY, which lets us spread out calculations of triggered modifiers
  • Fixed a case where country modifiers would continually recalculate every day

UI/UX
  • Added new backgrounds for assembly and organic assembly.
  • Added the ability to add an element to the event window specifying the event chain this event is part of
  • Archaeological Sites and Astral Rifts mapicons are now colored depending on their exploration state
  • Changed the leader cap indicator in the top bar to only display envoys.
  • Fixed fleet command limit multipliers not appearing in tooltip if they add up to +100%.
  • Improve and Harm Relations monthly values are now shown to two decimal places.
  • Improved the tooltips for Agenda Progress.
  • removed the notification for leader pool renova
  • The leader list now shows the cap for each class
  • The tooltip for Agenda Progress now shows modifiers to monthly agenda progress.
  • Update the Main Flag button to show the name of the empire (and debug info if you're using Debug view)
  • Added a subtitle to all longer event chains.
  • Added Event Chain Subtitles for the five original precursors.

Modding
  • `num_leader_traits` now has a new filter `is_subclass = yes/no/any`
  • Add `federation_modifier` and `triggered_federation_modifier` leader trait modifiers
  • Add `galcom_modifier` and `triggered_galcom_modifier` leader trait modifiers
  • Add `starbase_type` field for starbase components to show the correct text when a tech unlocks it and it's for orbital buildings
  • Add alternate_civic_version to swap locked civics w/ authorities
  • Add army_modifier and triggered_army_modifier to leader traits
  • Add background_planet_modifier and triggered_background_planet_modifier to leader traits
  • Add country_<type>_cap_add modifiers for specific leader class capacities
  • Add fleet_modifier and triggered_fleet_modifier to leader traits
  • Add new on_astral_rift_entered action
  • Add piracy_protection_mult modifier
  • Add set_completed_rifts command
  • Add skill_<classname>_<task> static modifiers for each class and the "navy", "army", "planet_governor", "sector_governor" and "background_planet_governor" cases
  • Add specialist_subject_conversion_time_mult modifier
  • Added a debug ImGui view to the console - So long, and thanks for all the fish <3 (Editor's Note: @MonzUn thank you for all your hard work and best of luck with your new endeavours!)
  • Added army_damage_empire_sprawl_penalty_mult modifier
  • Added army_damage_taken_mult and army_morale_damage_taken_mult modifiers
  • Added astral_rift_difficulty_add modifier
  • Added can_spawn_astral_rift trigger
  • Added council_legitimacy >= <value> country scope trigger to check an empire's council legitimacy.
  • Added council_legitimacy trigger to check council legitimacy in script
  • Added councilor_modifier, triggered_councilor_modifier and force_councilor_trait to leader traits and removed councilor_trait and is_councilor_trait_for_ruler.
  • Added create_astral_rift effect
  • Added distance_to_capital trigger
  • Added dump_astralrifts command
  • Added dynamic_capacity parameter to strategic resources
  • Added export_modifier_duration_to_variable effect
  • Added freeze_leader_age effect to allow leaders to stop aging
  • Added in_place_of parameter to spawn_astral_rift
  • Added in_place_of parameter to spawn_wormhole effect to use the coordinates of an existing spatial object
  • Added inline scripts support for triggers
  • Added is_assigned_to_galcom script trigger.
  • Added is_bypass_type trigger
  • Added leader_lifespan_mult modifier
  • Added leader_starting_age_add, leader_starting_age_mult, ruler_starting_age_add, ruler_starting_age_mult, heir_starting_age_add, heir_starting_age_mult, and <leader class>_starting_age_add and <leader class>_starting_age_mult (for example commander_starting_age_mult)
  • Added mod_<leader class>_lifespan_add and mod_<leader class>_lifespan_mult (ex: mod_scientist_lifespan_add)
  • Added new modifiers for leader initial level
  • Added on_build_queued and on_build_unqueued effects for mega structures
  • Added on_truce_end on_action
  • Added planet_max_branch_office_buildings_self_add empire modifier
  • Added planet_non_artificial_max_buildings_add modifier
  • Added refill_astral_rift_pool command
  • Added research_sharing_mult modifier that increases the effectiveness of a country's research agreements.
  • Added ruler_skill_add modifier to increase or decrease the effective level of an empire's ruler for the purposes of their council position modifiers.
  • Added scripted triggers prefers_scientist_governors and prefers_commander_governors which determine the class of your homeworld governor on game start.
  • Added sector_modifier and triggered_sector_modifier to leader traits.
  • Added spawn_astral_scar effect
  • Added spawn_beyond_gravity_well parameter to spawn_planet effect
  • Added split_astral_scar and copy_survey_data scripted effects
  • Added the is_site_locked = yes/no trigger for archaeology sites.
  • Added the set_council_position_to_council script effect to place a council position in the council.
  • Added trigger leader_lifespan to calculate leader lifespan depending on LEADER_LIFESPAN_DEATH_CHANCE_AGE, MOD_LEADER_LIFESPAN_ADD and MOD_LEADER_LIFESPAN_MULT. Updated script values referencing this define to use the trigger instead.
  • Added triggered_system_modifier to leader traits.
  • Added X_tech_cost_mult modifiers
  • Armies can now have an army_modifier
  • can_build_STATION_TYPE_around can now also have astral_rift as from scope
  • country_leader_cap_add now increases the capacity for all leader classes
  • create_message effect now has a recipient parameter to allow to have another recipient than the automatically resolved one
  • create_mining_station and create_research_station now support deposit holder scopes
  • create_pop effect now has a count parameter to spawn multiple pops at the same time
  • created `can_be_assigned_to_federation` and `can_be_assigned_to_galactic_community` abilities for leader
  • Created destroy_astral_rift effect
  • Created is_astral_scar trigger
  • Created on_astral_rift_exploration_complete on_action to count the number of explored astral rift
  • Created set_next_astral_rift_event debug description to more easily keep track of events branching
  • Events using the leader event window can now hide not allowed options using hide_option_if_not_allowed
  • Fixed fleet scope command limit modifiers not being applied if the fleet doesn't have a leader.
  • Fixed leader trait planet and system modifiers functioning identically to the regular modifiers.
  • Fleet and megastructure modifiers from governor skill are only applied from unoccupied planets owned by the same country as the fleet/megastructure.
  • Hiring / assigning councilors is now done based on a scripted value instead of hardcoded in the ai
  • is_surveyed can now be used on astral rifts
  • Leader trait planet_modifier and triggered_planet_modifier now support all leader types. Removed assist_research_planet_modifier.
  • Leaders class no longer rely on a hard coded type, and are fully dynamic and based on leaders abilities and defined entirely in the class file
  • Megastructures on_build_start/cancel/complete now use the constructing fleet as root if it's being built by a construction ship
  • MetaScripts (Effects,Triggers,Values) can now substitute an argument by the value of another with $ARG1|ARG2$
  • num_buildings effect now support's building category.
  • on_destroying_station is now also called when an orbital station around an Astral Rift is destroyed
  • Removed is_ruler and is_heir checks from leader potential add on traits, instead using the can_leader_get_normal_trait game rule.
  • Removed some unused trait parameters.
  • Removed the DLC lock on unlock_council_selection = yes
  • Replace diplo_weight_envoys_mult and envoy_cohesion_effect_mult modifiers with diplo_weight_delegate_mult and delegate_cohesion_effect_mult
  • Replaced LEADER_AGE_DEATH_CHANCE_AGE with LEADER_LIFESPAN_DEATH_CHANCE_AGE
  • Replaced LEADER_AGE_DEATH_CHANCE_INC with LEADER_LIFESPAN_DEATH_CHANCE_INC
  • Replaced LEADER_AGE_HIGH_DEATH_CHANCE_AGE with LEADER_LIFESPAN_HIGH_DEATH_CHANCE_AGE
  • Replaced LEADER_AGE_HIGH_DEATH_CHANCE_INC with LEADER_LIFESPAN_HIGH_DEATH_CHANCE_INC
  • Replaced subclass_background_icon and destiny_background_icon with background_icon.
  • Replaced tenth_of_leader_lifespan script value with the more generic percent_of_leader_lifespan.
  • Replaced the modifier leader_age with leader_lifespan_add.
  • Replaced the required = yes/no parameter for council positions with the optional trigger in the country scope.
  • Reworked has_envoy_task to work with any leader class
  • Separate Scientist `can_research` into more granular capability definitions
  • set_surveyed can now be used on astral rifts
  • Situations can now have multiple title selected from triggers.
  • SpawnWormhole effect now has a parameter graphics_entity_name to change graphics
  • Updated leader trait documentation.

Thank you for playing Stellaris!

Please note that save file compatibility between versions is not guaranteed. If you have an important game going you would like to finish, please back up the save file before trying to load it in the new version.

You can roll back to a prior version by opening steam and right-clicking on Stellaris in your library -> Properties -> Betas -> choose the desired version from the drop-down. If you experience crashing or other issues, first disable all mods and start a new save. If the issue persists, please report it on the Bug Report forums.
 
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  • Update:
    • [Balance]
      OLD: Increased Leadership Conditioning reward to 3,000 XP
      NEW: Changed Leadership Conditioning to reward 3,000 XP equally shared between all leaders below level 10.
That's quite the difference :oops:

If I understand it correctly, the Agenda's been changed from 1 level or 2000 XP per leader to 3000 XP split among all your non-maxed leaders.

Paradox have really put the brakes on turbo-leveling your leaders! (which I guess seems reasonable enough, you could really do some crazy things in 3.8 /3.9)
 
Random traits that aren't necessarily useful is not bad design. It makes getting leaders with great traits more fun, and also encourages using leaders in more varied ways depending on their expertise, especially ways you wouldn't normally use them. You shouldn't always have a lineup of leaders with all the right traits for how you want to use them.
True, but going from, "you can have up to three starting traits if you invest heavily in leaders, which gives you pretty good odds of seeing at least one leader from each category on a refresh having some trait you are interested in, even if you seldom get a perfect combination" to "you have one starting trait selected from a much larger trait pool regardless of how much you invest in leaders, which gives you awful odds of any category on each refresh having a leader with a starting trait you are interested in, unless you pretty much don't care what you get" is too huge a shift in anticipation to expect anything but a severe negative reaction from players.

With time expectations from those who started investing significantly in leaders with 3.8 will adjust from the norm being starting out with something useful to the norm being starting out with something mostly useless, just as it has been for those who did NOT invest in leaders, but still worth leveling them to high levels for the veteran traits, while those who did not invest significantly in leaders since 3.8 will just find leaders even more useless to invest in than they did before.

Starting scientists and commanders probably still shouldn't have governor traits though, since that's something that can tend to just make players restart the game - there's no real strategy or choice involved when that's what happens.
My guess is that many players are going to be using at least as many scientists as governors as officials.

Apart from their shared common traits aiding governing, and a few shared veteran traits:

  • The official's governing subclass and its veteran traits helps energy, minerals, food, alloys, consumer goods, and unity production.
  • The scientists's governing subclass and its veteran traits helps science production

So you are going to want to assign scientist governors to every planet/sector devoted to science production.

This suggests to me a larger need for official governors during the early stages of the game and scientist governors during the late stages.

Commander governors, who significantly harm the production of specialist and ruler POPs, with the benefit being of helping workers, stabilizing planets, aiding defenses etc. probably aren't going to see much use in well run empires.
 
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That's quite the difference :oops:

If I understand it correctly, the Agenda's been changed from 1 level or 2000 XP per leader to 3000 XP split among all your non-maxed leaders.

Paradox have really put the brakes on turbo-leveling your leaders! (which I guess seems reasonable enough, you could really do some crazy things in 3.8 /3.9)
EDIT: A quick check of the scripts reveals that yes, that is exactly what they have done. The more you focus on leaders, the less each leader benefits from leader conditioning outside the very earliest levels. Leader conditioning is now best for people who use many lowlevel leaders or few leaders in total.

Sounds a bit like throwing the baby out with the bath water, and then beating its head in with the washing basin, but eh, let's see how it works out in practice.

EDIT: It is occasionally pleasing to be proved wrong. Further investigation showed me that the focus has merely been moved from recruiting low-level leaders and leveling them with high XP% increases aided by Leader Conditioning and Amongst Peers to recruiting mid- to high-level leaders that then only level their highest levels slowly. See my thread here for details.

The real question is: Did they change Progenitor Hive, or are they now turboleveling compared to everybody else rather than only turboleveling compared to players of other empires, that invested heavily in leveling their leaders?

---

With the huge nerfs to leader XP increases, the leadership conditioning change, and the Amongst Peers change, the only way regular empires have of leveling leaders at anything but a snail's pace would seem to be focusing on the XP increases that remain, agenda speed increases, and cycling agendas for Amongst Peers, with the added annoyance of having to swap in the leaders you want boosted as councilors before you trigger each agenda since it only applied XP to councilors now.

Which means that the revamped Politician trait (+10%/+20% agenda speed) might now be THE top common council trait for getting higher leveled leaders, replacing the nerfed Eye for Talent trait (+5%/+10% increased XP for everybody)
 
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just a small featback on leader changes. i feel like now the cap is kinda too high (in some areas), just did a quick playtest. year 25 i had 1/5 admirals 2/7 commissioners and 5/5 scientist. i just didnt have the recources to employ more or the need. but i would have liked to employ more scientist at the beginning, so an easy "fix" to have more cap in one area would be a policy which changes 1 cap of the other two leader cap types with 2 i want (sorry for bad english), so i would get in the beginning 2/2/5 caps instead of 3/3/3 (officials/commanders/scientist).

another thing is, im missing the 5 year leader pool update notification (idk if it changed in the settings, but pre 3.10 i got the notifications for it).

the last thing, the leader traits which give recources now give jobs to the home planet. i wish they would give jobs only to the capital of the sector where the leader is stationed. this way a giga capital which anyway doenst have enough population to work this jobs is avoided and sector capitals wouldnt be just some random planets chosen by location, they could be specialized more with this and feel like being meaningful.
 
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I feel like the solution to most ppl lamenting about staring traits is to have the leader pools (or at least the starting pool) have forced traits from different specialization.

So, empires with small pools may still be stuck with Governor trait, but the other scientist will have 100% another trait type.
 
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So it seems that two leader problems remain:

- Too few scientist leaders at the start of the game, thus hampering exploration. I might suggest that perhaps giving +1 scientist cap to materialist ethoi (+2 to fanatics) instead of robot maintenance discount might be a straightforward way to solve this (simply pick materialist ethics if you want to have super-exploration from day one)
- There are too harsh penalties for going over the cap. Now that's weird, I thought they lessened those?

While two brand-new problems have arisen:

- Random starting traits might be completely useless due to governor functions merging with leader classes. Well, I have no problem with introducing a random element when leveling up leaders, but to have this from the start is quite different. This is the kind of RNG that is NOT fun at all.
- Way fewer options for customizing your leaders since day one due to overall civic and Tradition nerfs. Well, that was to be expected, and I guess that it is working as intended, but I don't know how to feel about it.
 
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That's quite the difference :oops:

If I understand it correctly, the Agenda's been changed from 1 level or 2000 XP per leader to 3000 XP split among all your non-maxed leaders.

Paradox have really put the brakes on turbo-leveling your leaders! (which I guess seems reasonable enough, you could really do some crazy things in 3.8 /3.9)

I guess that penalize psionic empires that don't have access to increase lifespan beside the venerable trait. ( The Shroud lifespan boon is far too rare )
 
- There are too harsh penalties for going over the cap. Now that's weird, I thought they lessened those?
They didn't. The upkeep penalty is arguably lessened compared to 3.8 if you have a lot of leaders and a low leader cap, but much worse if you have a lot of leaders and a high leader cap, unless you have an extreme amount of leaders, where 3.8 would stop giving XP at all, but you now still get a trickle.

Okay, that wasn't particularly clear. Let me try again: In practice, the result is that you should never, ever, exceed the leader cap by more than a few leaders in the early game for unity reasons, and at any point in the game for XP reasons.

(Honourable exception: You stack initial leader skill so high you recruit level 8+ leaders. At that point, presumably, the unity cost becomes the significant limiter if you accept no further leveling. :p)

The upkeep penalty is ((nOfLeaders – LeaderCap)/LeaderCap) – 100%, and it is additive with all other sources of changed leader upkeep.

This is what results in traits, traditions, civics giving you leader upkeep reduction soon being rendered irrelevant when you go over the leader cap, but it is still a linear increase in the cost that is relative to the leader cap, so if your cap is 3 the upkeep cost doubles at 6, if the cap is 5 it doubles at 10. This penalty is fine and dandy, build an economy to afford it and no sweat.

BUT....

The XP penalty is determined by the difference (nOfLeaders - LevelCap), in accordance with the table below (actually, it is a function of the difference, but most people will prefer the table lookup), and it is multiplicative with all other sources of increased leader XP. So GainedXP = (100% – penalty) * (100% + sum of leader XP increases)

This is VERY harsh on XP from going just a few levels above the cap, and the fact that it never actually becomes 0% XP gained is completely irrelevant from a practical perspective since it rapidly slows to a crawl where it takes many decades to gain a level. So if you want significantly more leaders of any particular type than the base 3, you NEED to stack the leader cap increases.

EDIT: Before anybody goes bananas: There are a LOT of leader cap increases available in the game. If you want 9-10 leaders of one leader class while still being within its cap, you can achieve that fairly easily if you are willing to pay some moderate opportunity costs. If you want 12+ leader cap for a class it gets much more expensive but can still be done.

+1 14%
+2 27%
+3 38%
+4 47%
+5 55%
+6 62%
+7 67%
+8 72%
+9 76%
+10 80%
+11 83%
+12 85%
+13 87%
+14 89%
+15 91%
+16 92%
+17 93%
+18 94%
+19 95%

(I couldn't be bothered to go further, but let's just say that if you go much beyond 3 over the cap, it is going to suck big time regardless.)
 
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Leader traits from ascension paths no longer provide research points scaling with leader level.

Why does the trait ‘Synthetic’ give no research points output at all. Research points output just has been removed.
However, the trait 'Cybernetics' gives 33% research points output on a planet and 16.7% in a sector. What a huge value!
That's really not fair.

Another point of issue.

The trait 'Physics Specialization' for scientists is planetary effective, but the trait 'Particle Physics' is council effective.
If I want to choose 'Particle Physics', I have to choose 'Physics Specialization' first, which doesn't come into effect at all in council.
This is a complete contradiction in design, and intentionally makes players waste skill points.
 
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I think the outliner would be fine if there was a simple toggle between the old way, when you want to look at everything, and category filters, when you just want to focus on one thing right now
 
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True, but going from, "you can have up to three starting traits if you invest heavily in leaders, which gives you pretty good odds of seeing at least one leader from each category on a refresh having some trait you are interested in, even if you seldom get a perfect combination" to "you have one starting trait selected from a much larger trait pool regardless of how much you invest in leaders, which gives you awful odds of any category on each refresh having a leader with a starting trait you are interested in, unless you pretty much don't care what you get" is too huge a shift in anticipation to expect anything but a severe negative reaction from players.

This is very true, and it's an understandable backlash, but it's a very minor backlash compared to countless other disliked changes throughout the game's history. I think the overwhelming majority of people are more happy with the new system than the old.

Personally I thought the leader pools and leaders in general were a chaotic mess before, it was tedious to sift through so many different traits. I much prefer a simpler start for the leaders, like how it was before the previous DLC. And of course, getting rid of the governor swapping micro and having different leader caps for each category is just such a big relief in terms of game design.

I'll have to actually play more with the new systems though - I'm sure big flaws will be found with those too.
 
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Doing my part until outliner is fixed
Y5CILKB.jpg

mHTaWro.jpg
Your part of.... what? Harming the game and the community for no good reason? Why are you proud of leaving a bad review for that?
 
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Your part of.... what? Harming the game and the community for no good reason? Why are you proud of leaving a bad review?
How am I harming...an entire community? By negative review? And I clearlly stated the reason for it. New outliner made gaming experience EXTREMELY annoying for me. To the point where i will not launch the game until it will be fixed or reverted.
Do not assume not liking anything abount the game is a punishable offence.
 
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How am I harming...an entire community? By negative review? And I clearlly stated the reason for it. New outliner made gaming experience EXTREMELY annoying for me. To the point where i will not launch the game until it will be fixed or reverted.
Do not assume not liking anything abount the game is a punishable offence.
It's a spiteful action which makes Stellaris look bad and is going to put people off picking the game up, all because you can't wait the week or so for an incremental patch which will surely address it.

It could have been managed as a comment or two on the subject adding your voice to the matter in the relevant threads here - that would at least have been constructive. Leaving a bad review this soon, particularly based entirely or mostly on that one reason, simply seems vindictive, selfish, and petulant.
 
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It's a spiteful action which makes Stellaris look bad and is going to put people off picking the game up
No, it is an action that will make one particular DLC look bad, because it is, you know, bad.
because you can't wait the week or so for an incremental patch which will surely address it.
I am not a QA or a tester and not paid by Paradox to do said jobs. Releasing incomplete and bug-ridden games, that break working mechanics, is NOT a normal state of things or "business as usual"
Leaving a bad review simply seems vindictive, selfish, and petulant.
How old are you?
 
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Based on what I've seen I don't think I want to upgrade my game yet, or buy the dlc. Paradox seems to do this regularly, and it's a frustrating thing, they pump out an expensive DLC with a patch that changes basic components of the game, that kinda only sorta works, but more often than not just breaks or negatively alters game play (usually for a while but still), then you have to sit there and wait weeks for patches to fix whatever they changed, and those patches ruin whatever games you initially did with the initial purchase, and it finally gets about workable just in time for them to release a new patch that breaks everything again.... If I had any complaints about Paradox it's their infernal fiddling with stuff constantly and thus never giving anyone a properly completed product that feels like it completely works as intended. I realize that Stellaris is a large game, with lots of baggage and coding inertia behind it, but maybe these constant changes and fiddling that ultimately cause entire sections of the game to not work as intended should be considered when it comes to maybe starting a new sequel with everything we have now chucked in but all recoded so it all talks to each other like it's meant to instead of through what seems like a long chain of telephone through voice modulators. Then they can immediately start breaking Stellaris 2 with new DLCs and patches every 2-4 months for decades on end. It just feels like Paradox is whipping a dying horse with this stuff...

And I realize the profitability of the publishing schedule but increasingly, this seems to be a modality of devs not fully testing everything before rushing it to monthly-quarterly publication deadlines, on the theory of 'customers will understand we'll patch it in post'. No, I don't want to play the beta or gamma of a DLC, I want the DLC to be damn well smooth and polished with whatever patches being not basal fixes to game frustrating (if not breaking) bugs but iterative balance shifts or exploit fixes. And I realize this isn't just Paradox, this is a thing that's increasingly common across the games industry but maybe instead of having two-five major patch/DLC releases the Devs focused on one or two....and stopped trying to reinvent the wheel every 4-8 months...the game wouldn't be such a rats' nest of a mess.... Because even with the Custodians, I'm increasingly becoming of the opinion that Paradox's dev teams can't handle the schedule their forcing themselves into.
 
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No, it is an action that will make one particular DLC look bad, because it is, you know, bad.
Is it? Is it REALLY? You say that only out of malice and rage, lashing out - and over one thing, no less!. One bad feature does not make a bad game (or update, or DLC). You're not judging it on the whole merits, you're just stomping your feet on the mountain you've made of the one particular molehill.

If we get to Christmas time or something like that and there's nothing addressing this, then sure, maybe you'd have a point. As is, though, we've barely had 24 hours since release.

How old are you?
Well, based on our comparative maturity levels, I'm going to guess 'older'...
 
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