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Stellaris Dev Diary #297 - Leaders, The Council, and Agendas

Eladrin posting on behalf of the Arctic Team.

Hello everyone! I’m XM, the lead designer of Galactic Paragons. From the beginning of development, we’ve followed one simple mantra - make leaders matter. What you are going to read about in the following paragraphs are the results of months of work following that direction.

Watch the Video Dev Diary:
Wishlist Galactic Paragons now!​

Reducing Leader Count

For leaders to start being significant, there needed to be a lot less of them. With this goal in mind, we removed the research scientist positions currently in the game, and combined them into a single “Head of Research” Council position (we’ll talk in more detail about the Council later). We also allowed leaders to perform Council duties while maintaining their field positions. These changes dramatically reduced the number of leaders you need to keep track of.

The lower leader count also enabled us to make them a lot more powerful.

Improved Role-playing

To deepen the emergent narrative weaved with these new heroes, we’ve improved upon the leader interface to give you better insight into their past and how they came into service. You can see their homeworld, previous job, and even their ethical alignment.

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There are so many more improvements we’ve made to leaders that I want to share with you, but I need to cede my time here now to my amazing design team, who are smarter than I am, and can better explain their areas of development in more detail.

The Council

Greetings from Karl, designer at Arctic! I’m here to talk about some of the features that I’ve been responsible for in the upcoming Galactic Paragons DLC; however, none of them would have been possible without the hard work and dedication of my beloved colleagues.

The Empire Council is the heart of your government. Every game the Council starts out with 3 seats; for your Ruler, Head of Research, and Minister of Defense.

1682524504949.png

Eladrin strongly approves of this council's species portrait.

Each position gives a unique Empire bonus that scales with the skill level of the assigned leader. For example, the Head of Research provides 2% Research speed per level.

1682524504969.png

With Galactic Paragons, we have also added a lot of new traits. Some of these traits are Council Traits, which are applied to your entire Empire but only if the leader is on the Council (more on Traits further down). This way you get to decide which bonuses you want active, by switching Councilors. To get as many bonuses as possible, you will also want to expand your council…

Unlockable Council positions

Everyone will have access to the basic council. But if you have Galactic Paragons you’ll be able to unlock 3 more positions for your Council throughout the game. What positions you’ll have access to maps directly to your Civics. As an example, the Idealistic Foundation Civic enables the Tribune of Rights Councilor.

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Thus we have added no less than 95 unique Council positions for the Council to match your Empire’s design, and make it look and feel different every time you play. Including unique Ruler bonuses depending on what kind of authority you have. For example the stronger an Imperial Ruler becomes, the more Power Projection they generate.

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For the kind of Empire you are running to stand out even more, we’ve crafted unique Council screen backdrops for each of the Authority types.

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Council Agendas

Another important feature for the Council is that they pursue an Agenda that you set for them. The moment you assign an Agenda to the Council it gives a small bonus, but it takes several years before it’s ready to be launched and you get the full effects from it. This requires you to be somewhat strategic in your planning, if you for example expect a war.

1682524505087.png

You can only pursue one Agenda at a time, but once an Agenda is finished you gain the full benefits for another 10 years. The more Councilors you have and the higher their skill level, the faster you can complete an Agenda; while for a huge empire it takes a bit longer to finish.

At the start of the game, you have very few Agendas to pick from as they are tied to the Ethics of your Empire. But if you have Galactic Paragons you will get a new Agenda for every Tradition Tree you unlock. These are all tied to the theme of the traditions. This might incentivize you to go wide with Traditions rather than finish them one at a time.

1682524505111.png

The Gestalt Council

We felt that the Council feature didn’t sit that well with the Gestalt fantasy, but also didn’t want these players to feel completely left out. Now Gestalt players can directly level up and design not only the Ruler, but 4 new Nodes of the consciousness too. They are a little less flexible, but are on the other hand immortal!

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Leaders Reworked

Hi everyone! It’s me, Marek, your new fancy (self-appointed title of course) and barely known (I guess I should talk more on forums, like Offe) Content Designer from the Northern office. I will try to warm the climate with some hot takes on our upcoming features from Galactic Paragons.

So, prepare your tea, coffee, or anything really - and let’s dive deep into the new systems and features, both free and paid.

New Level Up System

For those who choose to forgo Galactic Paragons, your level system will look fairly similar, with a few changes.
  • All leaders will be capped at level 10
  • Leaders will always get trait every 2 levels (starting from level 1), for a total of 5 traits
  • Every trait will be randomized from Common trait pool
  • There will be a new tiered trait system: Common traits and Negative traits will have 2 tiers each

As you see, the Free Patch leaders will still be more powerful than before (having a total of 5 traits), but the Galactic Paragon leaders will achieve a power level of over 9000!

For those who choose to embrace the Galactic Paragons, the leveling system will give far more flexibility:
  • Leaders get new trait pick every level
  • Players can choose the trait from a randomized pool that is based on class, veteran class and ethic.

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  • On level 4, leaders will get to choose from Veteran Class which give access to different types of Veteran Traits (every class has 3 Veteran Classes, which are centered around different bonuses and their leader actions). Each veteran trait has 3 tiers.
  • On level 8, leaders will get a one time Destiny Trait pick. This powerful trait represents a leader finding its destiny within the galaxy.

Potential level 10 leader with Galactic Paragons:

1682524505212.png

I bet you don’t know what I’m talking about with the Veteran and Destiny thingies…

My god it's full of… Traits

For owners of Galactic Paragons, there will be almost 700* (we decided to stay humble with the number) traits, including tiered versions. There are a bunch of new free Common traits, but the bulk of new content is gated behind the DLC.

* Some traits may require other DLCs. Number includes tiered traits.

1682524505231.png

Some of the new traits

To get into a bit more details about new traits, they are divided into 3 categories, Common, Veteran, Destiny.

Common traits:

The one that comes with Free Patch (most of them are updated versions of old traits). They are the “bread and butter” for Free Patch players, as leaders will be getting them every 2 levels. For DLC owners, they represent the first 3 levels for the new Leaders and their journey to power!

1682524505248.png

I guess it should have a doggo as an icon?

Veteran Traits:

Veteran traits are available only to players with Galactic Paragons DLC. They will cover every level from 5 to 10, and (as mentioned before) their pool for a given leader is dependent on leader ethic and their Veteran Class. They are more powerful than Common traits.

1682524505276.png

New fancy effects for leader actions? Yes, please!

Destiny Traits:

Destiny traits are One-Per Leader (in most cases, as sometimes leaders might get event based Destiny traits too!) and they represent the peak of this given leader - as such, leaders get the destiny trait on Level 8.

1682524505302.png

What is this, even? The more species, the better the trait? Madness!

Small disclaimer: Gestalt leaders operate slightly differently - rather than gaining Destiny traits, they have more Veteran picks than non-Gestalts. They do not have individual destinies like the standard empires do!

Leaders Reworked - Veteran Classes

Veteran Class is a paid feature from Galactic Paragons, and it allows you to customize your leaders more. Every leader will get to choose from 3 Veteran Classes on level 4, bringing the number of Veteran Classes to 12.

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Each of the Veteran Class will focus on different aspects of the Leader. Let’s take Scientists for example, which can choose from Explorer, Analyst and Researcher Veteran Classes. Picking the proper Veteran Class is paramount to utilizing your leader in a way that you want them to fulfill. For example, Analyst Leader will get Veteran Traits centered around Assist Planetary Research action, while Researcher will get Veteran Traits focused on the Council.

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Veteran Class Icon as seen on the left side of the leader - Level 1 Admiral for comparison.

Negative Traits

Let’s also mention the small detail of Negative traits. Every leader is randomized with Negative trait potential. The bigger the potential, the more (and faster) negative traits will accumulate on this given leader. With luck, you will find leaders with 0 negative potential, but you never know what it will be until your leader suddenly comes home with a new set of negative traits and starts to steal your resources to open up a new casino in his basement.

New Leader Cap System

Leaders are now vastly more powerful than before, so we decided to introduce a soft leader cap - just like with the naval cap, leaders will grow more expensive when empires are above the cap. It might take some time to get used to, but no longer are the time when in the early game it is viable to send out 20 science ships to explore the galaxy, but it also allows for players to take meaningful choices - creating an economy based on strong governors is a viable strategy, just as well as making strong navy based on many high level admirals.

In my humble opinion, this change somewhat favors smaller empires, which might feel less incentivized to go over their leader cap to fill all the roles, while huge empires will need to take choices on, for example, governor placements (or going over Leader Cap).

And now, something to finish our little trip into this leader madness…

Ruler Creator

Well, I disliked the fact that I can’t choose my starting ruler trait - especially on dictatorial and imperial empires. Now I won’t have to restart the game every time I get a trait I don’t want to have on my ruler. Coders wept when I designed this, and UX was more than happy with coming up with the layout. I guess you can never make everyone happy.

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Right now, there is only a limited number of traits to choose from, but we decided to not overwhelm players with new choices here. They should be hunting for new civics instead!

Honorable mention

Let’s talk about one last change, close to the leaders, but not exactly. This is present in both Free Patch and DLC, so buckle up this one last time!

With the new trait system and reworked leaders and cap and everything - we decided that the Governor traits should only apply to the planets he currently “sits” on.
But as the game had this nice feature of Sector Governors too, we wanted to use this system, rather than just removing it.

So now, if you would like to see the potential career of a governor, it would be - Planet Governor, Sector Governor, Councilor, Empire Ruler.

How does the new sector governor thingy work?

Whenever there is a Governor sitting on a Sector Capital planet, his level will apply bonuses to every planet in this sector, in a way like it used to be.

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You can always override the “Sector Governor” by putting a proper Planetary Governor here. Just remember that Leader Traits do not work on Sectors!

Is that all? Yeah, I guess so. Don’t forget to Wishlist Galactic Paragons! See you on the next DD!
 
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I don't think this is actually as bad as some people think. Most people start the game with 4-6 scientists, with half being research heads. If you only need one lead researcher, that still leaves you 3-4 slots for researchers.

I'm curious how many people have more than 5 scientists early game out surveying and researching anomololies - as I get this sense this is part of some multiplayer meta that most players don't do.
I don't know about most players, but I frequently have around 12 scientists with 9 of them in ships as soon as I can afford them in early game. I usually have about 20 scientists by late game, but by that time I'm using a lot of the scientists to assist research and/or scan for cloaked ships at chokepoints rather than run anomalies.
 
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The new governor system seems incredibly micro heavy if I read it correctly? I don't know how I'd manage an empire where I had to apply a planetary governor to every planet with 30+ planets, deaths being common and matching their traits to their planets
 
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Very excited for this new dlc! Just a question: Will this new council mechanic have an equivalent in the federations, Galactic Community and/or Galactic Empire? It would be interesting if the leader of my empire really felt like the galactic emperor or the custodian and not just the leader of my empire. In addition to that it would be interesting to share federal, galactic or imperial council positions with the leaders of other empires.
 
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Well, we don't actually know whether all research specialisation traits will exist only with your Head of Research.

But, to me, forcing the player to choose between faster-but-untargeted research vs slower-generally-but-faster/targeted-on-one-area research is an interesting choice - not a flaw in the system.
Unless they've completely changed the card system that's not how it works. Research multipliers apply every month but the card draw modifiers only occur when research completes. If there's no cooldown you can wait until just before the research completes, swap out for your level 1 voidcraft ruler, let a single month tick over, and swap back to your level 10 research behemoth.

I don't think a cooldown is a great solution for this btw, the whole specialisations-as-research-manipulation system needs a rework beyond just moving the problem from research level to government level.
Yes, multiple similar Scientist Councilor Traits will stack.
But the Minister of Defense cannot be a Scientist, so it cannot possibly have an expertise trait.
The other 5 positions? Go nuts. :)
Currently specialisation-based weighting is a pure yes/no, has it been changed so that the 1.25 weighting multiplier can apply multiple times?
 
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I would be curious if that is a common occurance - it doesn't mantch my playthroughs.
Literally every game, with every first contact.

Your scientist is wandering out surveying as they go (alone, since you have 6 scientists surveying different parts of the graph) and after you finish contact, the AI makes a beeline for anything you haven't surveyed yet with 3-6 ships.
Its a soft cap, so you CAN go over your scienist limit if you need to rush frontier surveying for a few years.
That just means the AI with +100% unity from jobs will be able to afford going over the cap, and you won't.

6 leaders seems like almost nothing, to me. Especially if that's the soft cap, and it also includes things like envoys (which seem like they'll be an active role for any other type of leader, maybe) and your starting governor.
 
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Fiddlyness is a very reasonable thing to be concerned about imo! I’m not very good at stellaris, so I might not be understanding your concern.

Are you saying that given:
production happens across worlds on a monthly tick;
the cost of a building or blocker clearing occurs on a single day;
there is no cooldown to replace governors;

Then the optimal strategy becomes:

Have a production bonus producing governor;
Replace that governor with a cost reduction governor;
Pay for a building/clear a blocker;
Reinstate the production bonus governor before the end of the month for no loss to production

resulting in:
tedious clicking every time you want to build something (which you understandably care about, and I do not because I will simply not do that);
increased difficulty in suspending our disbelief for the fantasy of the game, because teleporting governors don’t make sense (which I care about and you likely also care about to some extent).

If I’ve understood you, I agree with your suggestion that we should have some form of time constraint on moving leaders, and I think that goal is best accomplished with a simulation of travel time, modified by technology.
I'm not the OP you were replying to but basically yes. You don't even need the "swap out the old governor" option since not all your planets will have governors. Just some guy trucking on to every planet

Cooldowns are a kludgey fix for this kind of thing compared to changing the traits from an instantaneous benefit to something a bit more imaginative that gives returns every month, as well as not inexplicably adding planet-level governors to the update explicitly about making leaders more about big decisions rather than fiddly micro.
 
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Weight is modified by scientists traits I believe.
Pretty sure having a Voidcraft Scientist increases tech draw weight for Voidcraft technologies by 25% and Mega-Engineering is a Voidcraft tech.
That's how they say it works (judging by the description of "Technocracy"), but this is done by modifiers in script, and there are several technologies missing it. So those (and only those) don't get this boosted weight.
And yes, "Mega-Engineering" is one of those missing it. Looks like a lot of the Megastructure techs are missing it actually.
 
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Megaengineering drawing chances are not influenced by Voidcraft Expertise.

Base weight: 5

20x modifier if your empire contains any megastructure
2x modifier if your empire owns any habitat colony
1.5x modifier if any neighbouring empire has the tech
1.5x modifier with Technological Ascendancy AP
1.5x per owned starbase (up to 9x with 6)
1.5x per owned citadel (up to 9x with 6)

Now of course all the things that make drawing mega-engineering more likely are affected by the higher draw chance with Voidcraft Expertise, but Megaengineering itself is not.
Code:
        modifier = {
            factor = 1.5
            OR = {
                research_leader = {
                    area = engineering
                    has_trait = "leader_trait_expertise_voidcraft"
                }
                research_leader = {
                    area = engineering
                    has_trait = "leader_trait_curator"
                }
                research_leader = {
                    area = engineering
                    has_trait = "leader_trait_maniacal"
                }
            }
        }
Intuitive!
 
Pretty sure having a Voidcraft Scientist increases tech draw weight for Voidcraft technologies by 25% and Mega-Engineering is a Voidcraft tech.

Huh, it does. The wiki was wrong.

And yes, "Mega-Engineering" is one of those missing it. Looks like a lot of the Megastructure techs are missing it actually.

Code:
tech_mega_engineering = {
    area = engineering
    cost = @tier5cost3
    tier = 5
    category = { voidcraft }
    ai_update_type = all
    prerequisites = { "tech_starbase_5" "tech_battleships" "tech_zero_point_power" }
    weight = @tier5weight3
    is_rare = yes

    feature_flags = {
        megaengineering
    }

    modifier = {
        country_resource_max_add = 20000
    }

    weight_modifier = {
        factor = 0.25
        modifier = {
            factor = 1.5
            OR = {
                research_leader = {
                    area = engineering
                    has_trait = "leader_trait_expertise_voidcraft"
                }
                research_leader = {
                    area = engineering
                    has_trait = "leader_trait_curator"
                }
                research_leader = {
                    area = engineering
                    has_trait = "leader_trait_maniacal"
                }
            }
        }
 
Pretty sure having a Voidcraft Scientist increases tech draw weight for Voidcraft technologies by 25% and Mega-Engineering is a Voidcraft tech.
You know, I also thought I remembered Mega-Engineering wasn't effected by Voidcraft expertise so I went to check the files, and while it turns out we're both wrong you're more correct - Having Expertise: Voidcraft (or Curator or Maniacal) actually increases the weight of Mega-Engineering by 50%!

What’s the +5 governors?
You're going to want planetary governors for your most productive worlds, which will frequently be your earliest-settled ones that would otherwise be handled by the core sector governor on your capital planet.You're going to want a planetary governor for each ringworld segment.

You'll probably also end up with more sectors than before, since you're incentivized to use your best worlds as the capitals instead of centrally-located backwaters that maximize the number of inhabited systems the sector covers.

Bringing back leader capacity may limit how many governors you're able to afford, but it seems like you're absolutely going to want more them.

The tech category traits haven’t been removed. They’re just on Councillors now, rather than on the three dedicated research scientist positions.
The tech field expertise traits haven't been removed, but the reason to restrict all techs in a field to a single one of the physics/society/engineering has been. You can now, say, split psionics techs between society and physics without needing to flip a psionics expertise researcher between them.
 
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Loving everything here, both free and paid.

What I'm most excited about is being able to design our rulers pre-game. Not only for that itself, but the potential it opens up in designing other stuff pregame like custom Planetary Features and blockers.
 
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They keep their scientist traits. "Ruler" as a class, has been removed - a ruler now retains their original class (and all traits) upon ascension, and keeps the traits gained during ruling if and when they are no longer the ruler.
How would this work with the Imperial authority, since heirs don't have an original class?
 
How would this work with the Imperial authority, since heirs don't have an original class?
It looks like you can choose the starting class of your beginning ruler, so heirs will probably either be that, or it will be picked at random.
 
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Huh, it does. The wiki was wrong.



Code:
tech_mega_engineering = {
    area = engineering
    cost = @tier5cost3
    tier = 5
    category = { voidcraft }
    ai_update_type = all
    prerequisites = { "tech_starbase_5" "tech_battleships" "tech_zero_point_power" }
    weight = @tier5weight3
    is_rare = yes

    feature_flags = {
        megaengineering
    }

    modifier = {
        country_resource_max_add = 20000
    }

    weight_modifier = {
        factor = 0.25
        modifier = {
            factor = 1.5
            OR = {
                research_leader = {
                    area = engineering
                    has_trait = "leader_trait_expertise_voidcraft"
                }
                research_leader = {
                    area = engineering
                    has_trait = "leader_trait_curator"
                }
                research_leader = {
                    area = engineering
                    has_trait = "leader_trait_maniacal"
                }
            }
        }
And on top of the benefit of having a voidcraft (or curator or maniacal) scientist, having a scientist with non-voidcraft engineering specialisations actively reduces your odds because you're increasing the weighting for other techs and they're all fighting for the same slots. It's not just about swapping in your voidcraft leader, it's about swapping out your industry/materials/rocketry leaders.

How big a deal it is varies a lot based on what you can pull etc but if your odds are already pretty low...
 
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I'm not even talking about multiplayer, just GA where you find your neighbor and they immediately send 6 science ships in your direction to scan everything before you can.
Also happens when you kill things or a new system spawns, all your neighbors and Subjects swarm the location, often before you can get there.

It's particularly bad when you hit a Federation or Hegemon and have all three of them swarming you under.

Very annoying. There needs to be a waiting period for everyone but you.

And thanks for pointing this out, I thought I was being paranoid.

AIs scanning systems should not prevent Players from finding anomalies in those systems, just other AIs. Claiming systems, and other human players scanning, should block new scans.
 
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How does this work with leader traits such as psionic and synthetic?