• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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.

1682524504895.png

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.

1682524504993.png

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.

1682524505014.png

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.

1682524505066.png

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!

1682524505164.png


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.

1682524505185.png
  • 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.

1682524505333.png

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.

1682524505353.png

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.

1682524505376.png

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.

1682524505404.png

1682524505427.png

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!
 
Last edited by a moderator:
  • 131Like
  • 112Love
  • 16
  • 9
  • 3
Reactions:
So basically you've removed a feature from the base game, but don't worry as we'll be able to get some ineffective facsimile of it if we toss money at Paradox. Also even if we do this we'll have to forgo most of the non-tech bonuses to pull it off.
I am both surprised and unfortunately not surprised that apparently no one else saw that.

Also, did you get a "disagree" within minutes of posting? That is rather insane. Now that I look around, many of the comments which even remotely disagrees with the Devs' decision have a disagree. Odd.
 
  • 14
  • 7
Reactions:
So it's like I said. Aside from the level, it no longer matters whatsoever who's ruling your empire. Meaning elections are also pointless since if you don't get the ruler you want, you can just put that leader in a different council slot for the same effect - and probably a better slot bonus as well, since you'll likely want your highest level leader on research.
IMO since leaders now have ethics then a leader with an certain ethic might for example refuse to cooperate with ruling faction on the opposite side (i.e. Pacifist leader won't work with Militarists). That way it would matter which faction wins the election. But if that's not the case then the criticism is valid.
 
IMO since leaders now have ethics then a leader with an certain ethic might for example refuse to cooperate with ruling faction on the opposite side (i.e. Pacifist leader won't work with Militarists). That way it would matter which faction wins the election. But if that's not the case then the criticism is valid.
You expect too much. There's no changes to internal politics, just the leaders themselves. But the devs keep implying that it will come, sooner or later. Feels to me like the leader overhaul will be half-cooked until such a time.

Removing ruler traits (and thus making the ruler completely interchangeable with the other council members) is definitely just bad design. The previous system was also badly designed though, in that leaders switched between ruler traits and normal leader traits and didn't let you see the other set of traits. There are better ways to do this - at least give traits special/boosted effects when they're on the ruler.
 
Last edited:
  • 5
  • 1
Reactions:
I'm super excited for this update, it looks really interesting in ideas and wonderful in execution. That said, because I play Gestalts 90% of the time, I have some concerns based on how it was described today. Questions I'd really like answered, in no particular order:

  • Are the 'Nodes' in your Gestalt council capable of getting negative traits, which can never be removed because they're immortal and unchangeable?
  • Will there be more trait picks per level or some other way of ensuring the traits your Nodes get are the traits you want, to compensate for being unable to change or remove Nodes like individualists can?
  • Can Nodes be used as leaders like Councillors can, for example by piloting a science ship? Answered - No
  • If Nodes can't be used as leaders, will they still count against leader cap? Answered - No
  • Do your Nodes level in lockstep with your ruler?
  • Is there any way to focus on levelling up your Nodes?
  • Is there a reason that Gestalts couldn't have equivalents of Destinies, with a different name for them like 'Purpose'?
  • Will Rogue Servitors have anything special about their Council-equivalent to denote their unique hybrid system, with individually minded bios and a Gestalt Machine Intelligence?
  • Will Gestalts in general have different labelling for their Nodes based on their civics, or do all Machine Intelligences have the same Nodes, for example?
  • If Nodes can't be used as regular leaders, is there any other reason Rogue Servitors couldn't have a biological in a Councillor equivalent position?
Thats all of my questions and concerns I think.
 
Last edited:
  • 8
  • 3Like
  • 1
Reactions:
Removing ruler traits (and thus making the ruler completely interchangeable with the other council members) is definitely just bad design. The previous system was also badly designed though, in that leaders switched between ruler traits and normal leader traits and didn't let you see the other set of traits. There are better ways to do this - at least give traits special/boosted effects when they're on the ruler.
Ruler traits were pretty great, but now they're just council traits. As they described it, you now just have 4 rulers, all of whom can accumulate relevant traits.
 
  • 2
Reactions:
So basically you've removed a feature from the base game, but don't worry as we'll be able to get some ineffective facsimile of it if we toss money at Paradox. Also even if we do this we'll have to forgo most of the non-tech bonuses to pull it off.

This is also my read on it. And gestalts will be extra hard-hit for being unable to cycle their scientist "node". I'm legitimately furious about this change. I look forward to not buying this DLC and then modding my way back into having some control over research direction.

At least give us a set of new Policies (Physics Research Direction, Society Research Direction, Engineering Research Direction) where we can choose one subfield per field to get the draw weight increase from the beginning of the game or something. Being able to change it only every 10 years would hurt but I could live with it much better than being stuck with only one field weighted at game-start (and it would sort of balance out QoL-wise against having to check available scientists every year hoping for RNG to give me one who will let me influence the tech draw RNG the direction I need...).
 
Last edited:
  • 18
  • 2Like
  • 1Haha
Reactions:
This all looks amazing, I've been wanting something like this so that megacorps can actually have something like a board of directors as well as other RP reasons. While on the subject or RP, will we be able to customize the names of council positions? We can currently customize ruler title so it would make sense and would be a really cool thing for empire customization
 
  • 2
  • 1Like
Reactions:
Looks good but don't think Research Scientists should have been removed. I don't think anyone likes it when Paradox removes existing features from a game in the name of an "update". It's inherently a bad idea imo.
 
  • 13
  • 4Like
  • 2
Reactions:
you know? something is confusing to me. This DLC is called Galactic Paragon and yes, now the leaders seem to be more important in your empire. But only in your own empire? With the exception of the Admirals for obvious reasons, I really don't see how the current leaders can really be of interest or actively interact with other empires. I mean, if he is a Galactic Paragon then I suppose he must be a figure that transcends beyond the borders of his own empire. I would like to see my leaders "sitting" on the Galactic Council posts, exerting their own influence, rising to Custodian and eventually Emperor. Likewise, the envoys should be reviewed since mainly these are the ones in charge of interacting with other empires by non-aggressive means. I imagine political leaders who literally make a difference between the political balance in the galaxy, leaders who can tip a vote just by their presence or even unify the galaxy. Now imagine what it would mean if that great Galactic Paragon died abruptly.
 
  • 4Like
Reactions:
To be completely frank, I would be much more worried about finding an enemy fleet with a level 10 Admiral than the fact that the ruler of the empire in question has maximum level. It's been something like: "Ah... your ruler/Governor/Scientist is level 10 with a lot of positive traits? Good for you, as long as I'm not an Admiral it doesn't really affect me."
 
  • 1
Reactions:
Still excited for the new DLC - and also curious to discover what the various "specialisations" will be for the four leader classes (admirals/generals/governors/scientists) that seems to be supported in this system.

As others have mentioned - and it is probably much too late to suggest this - but I really think it would have made sense to merge Admirals and Generals into a single leader class - with Ground Support (aka. General) being one of the specialisations for the Admiral.

Also I would have liked to see envoys being promoted to full leaders with specialisations as diplomat and spymaster. Perhabs some sort of trader specialisation would make sense for non-gestalts as well.

All in all I think this provides a palette of leaders that correspond very well to the many facets of the game. You have research, military, foreign relations and internal administration covered through the leader system this way:
  • Scientist
    • Explorer
    • Analyst
    • Researcher
  • Admiral
    • Ground Support (aka. specialisation as a General)
    • ???
    • ???
  • Envoy
    • Diplomat
    • Spymaster
    • Trader?
  • Governor
    • ???
    • ???
    • ???
_____________________

EDIT: For the benefits of modders: could you provide a toggle in the authorities file that allow us to affect which type of council is enabled for each authority. Just like we currently have a toggle for elections:

election_type = democratic / oligarchic / none

I for one like to tinker with hybrid forms of government in my personal mods, and this would be a great help.
 
Last edited:
  • 2Like
  • 1
Reactions:
Still excited for the new DLC - and also curious to discover what the various "specialisations" will be for the four leader classes (admirals/generals/governors/scientists) that seems to be supported in this system.

As others have mentioned - and it is probably much too late to suggest this - but I really think it would have made sense to merge Admirals and Generals into a single leader class - with Ground Support (aka. General) being one of the specialisations for the Admiral.

Also I would have liked to see envoys being promoted to full leaders with specialisations as diplomat and spymaster. Perhabs some sort of trader specialisation would make sense for non-gestalts as well.

All in all I think this provides a palette of leaders that correspond very well to the many facets of the game. You have research, military, foreign relations and internal administration covered through the leader system this way:
  • Scientist
    • Explorer
    • Analyst
    • Researcher
  • Admiral
    • Ground Support (aka. specialisation as a General)
    • ???
    • ???
  • Envoy
    • Diplomat
    • Spymaster
    • Trader?
  • Governor
    • ???
    • ???
    • ???
_____________________

EDIT: For the benefits of modders: could you provide a toggle in the authorities file that allow us to affect which type of council is enabled for each authority. Just like we currently have a toggle for elections:

election_type = democratic / oligarchic / none

I for one like to tinker with hybrid forms of government in my personal mods, and this would be a great help.
1682664465320.png


No envoys, sorry.
 
So basically you've removed a feature from the base game, but don't worry as we'll be able to get some ineffective facsimile of it if we toss money at Paradox. Also even if we do this we'll have to forgo most of the non-tech bonuses to pull it off.

Of all the changes you could have come out against, this is one of the weirdest. At best managing researchers was something people just ignored, at worst it was tedious micromanagement. Just ripping it out and not replacing it would have been good (and I hope that they continue to keep an eye out for tedious micro and remove it in favour of strategic decisions).
 
  • 21
  • 3
Reactions:
Of all the changes you could have come out against, this is one of the weirdest. At best managing researchers was something people just ignored, at worst it was tedious micromanagement. Just ripping it out and not replacing it would have been good (and I hope that they continue to keep an eye out for tedious micro and remove it in favour of strategic decisions).
Especially as this is still possible, it just comes with downsides.
 
  • 3
  • 1
Reactions: