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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.

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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.

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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.

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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.

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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.

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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.

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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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When will Envoys will finally be divided into Spies and Diplomats with full set of unique traits etc.? For an expansion that focuses on leaders, but forgets such important position is incompetence (or laziness).

What makes you think envoys aren’t going to be included in this overhaul? This is only the first dev diary about the expansion.

Also - don’t attack the devs. It makes you look like a ****.
 
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Expertise traits now apply if the scientist with those traits is serving on the council (including if they are the empire's ruler).

So a bit of a nerf to being able to target your science then at least in early situations, are any of the techs with major buffs to finding them (psionics for example) getting tweaked given these changes ?
 
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Hm, you mention 3 Veteran classes per leader type, 12 in total...but in the screenshots we see only Scientists, Governors and Admirals, no Generals or Envoys in sight, interesting!

I have a gut feeling that Generals got cut and Envoys will become full-fledged leaders with Ambassador, Spymaster and Galactic Emissary (or something like that) Veteran specializations.
Seeing as Generals appear in a screenshot on the Steam page, and that someone in the previous DD thread pointed out a very interesting detail in the game's top bar, I'm tempted to say that this will go the other way around: envoys cut from the game, but a few (all? just governors?) types of leaders can now act as envoys, with specific traits pertaining to that function.
 
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Will we be able to change the seat titles like we can for the ruler? If, say, I'm roleplaying my empire as united clans of warlords, something like "Grand Marshal" or "Steelbearer" would probably fit better than "Minister of Defense"
 
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Currently, the maximum council size for regular empires or megacorps is the core 3 members + 3 positions from civics. For gestalts it's fixed to the ruler + four nodes.

Interesting.

So what happens when I have 6 Civics?

Is there a way to select which three turn into council positions? (Is it the leftmost three?)
 
Hm, you mention 3 Veteran classes per leader type, 12 in total...but in the screenshots we see only Scientists, Governors and Admirals, no Generals or Envoys in sight, interesting!

I have a gut feeling that Generals got cut and Envoys will become full-fledged leaders with Ambassador, Spymaster and Galactic Emissary (or something like that) Veteran specializations.
I hate to be a lead balloon, but...

1682597889565.png
 
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Interesting.

So what happens when I have 6 Civics?

Is there a way to select which three turn into council positions? (Is it the leftmost three?)
6 civics 0.o?
 
What makes you think it’ll make the game easier?
I only mean that those powerful bonuses owners of the expansion will have aren’t counterbalanced for those who won’t have them. Hence, having the expansion will make your agents even more powerful than what the patch alone aims to give.

This is nothing new, though. Ascension perks were also I introduced as something only owners of the expansion could have.

It’s a relatively minor critic, if it even counts as one.

Also, I’m curious to see the new research screen, now that delegated scientists are no longer a thing.

And I’d like to know whether the leader soft cap takes into account that a bigger empire needs more fleets and more planets.
 
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6 civics 0.o?

As an example -- there are probably mods which provide more, but if I know how the game would handle 6 then I can extrapolate.
 
I only mean that those powerful bonuses owners of the expansion will have aren’t counterbalanced for those who won’t have them. Hence, having the expansion will make your agents even more powerful than what the patch alone aims to give.

This is nothing new, though. Ascension perks were also I introduced as something only owners of the expansion could have.

It’s a relatively minor critic, if it even counts as one.

Also, I’m curious to see the new research screen, now that delegated scientists are no longer a thing.

And I’d like to know whether the leader soft cap takes into account that a bigger empire needs more fleets and more planets.
If all parties in a game have powerful leaders, then they're balanced against each other.
But yeah the economy is probably going to suffer from output creep, like with megacorp, and compensatory price inflation isn't a thing in Stellaris.
 
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What is this, even? The more species, the better the trait? Madness!

How does this interact with hybrid species? Could be cramp out enough species to supercharge the trait by sacrificing our FPS at the altar of end game lag by taking xeno compatability?
 
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If the maximum of leaders for a regular empire is 6, why does the interface you are showing us, indicate a maximum of 5?

If understand correctly, the leader level cap is now 10 for all, will the Talented trait (and other things that increase the Leader Level Cap) be changed? How?
 
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This patch is probably the BIGGEST improvement to Stellaris base gameplay since Federations.
I am extremely hype, and greatefull, so heres my expanded feedback:


1)
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.
Holly sh*t, they actually understand!
This is exactly the treatment we need for the rest of the game, its bloated and tries to pretend that volume of clicks equals complexity.


2)
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.
A small change but a welcome one, maybe will finally feel some attachment to leaders.
Cause up until now I dint give a damn about anyone except for my Admirals and generals, because their traits are only ones that actually affect the game.

3)
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.

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.
95 might be A LITTLE BIT excessive, but well see how it plays out I guess.
As long as they are actually impactful and allow you to actually play along with the specific empire build.

4)
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.

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 cantered around Assist Planetary Research action, while Researcher will get Veteran Traits focused on the Council.
As much as I'm in love with the entire patch idea so far, this does feel kinda bad. Advanced traits & veteran traits already satisfy this "specialization" fantasy.

Every Stellaris DLC feels like you glue a piece of UI to the game, just on the very edge of it, for it to not interfere with the main game, but because you need to sell a DLC. Think Espionage TAB, Holdings TAB, Vassal development TAB, etc.

On the other side, the galactic community law expansion in federations feels very good.
Its just "more within the new system", not a "new system on top of new system".


5)
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.

I dont like this.
This increases the barrier of entry for new players even more, and since you can curate all traits of the leader beyond the 1st "random" one, this feels excessive.


------------------------------------------------------------------------
Now for unanswered questions:

1)
What changes if any are you doing to leader level cap? There are currently too many ways to increase it, but is seems that the new system really relies on your leaders actually being able to reach that level 10 always.
I personally would love for you to remove all leader related options from tech tree, cause tech is OP as is, but that's just me.


2)
What is happening to "Transcendent learning" AC perk?
 
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First off, loving all of this!

Will there be the ability to add council positions based on things other than civics? Probably not for this DLC, but as a thing for mods or a potential for a future DLC.

Are Destiny traits at all connected to the actions taken by a leader, their situation, or atleast their traits? Because if not, that feels like a waste of narrative potential.

How do Destiny traits work when a leader becomes your ruler? Does becoming a ruler still just give random ruler traits?
 
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Maybe I missed this or didn't quite understand, but one of the changes is a lower leader count. Does this mean that there will not be admirals or generals for each fleet, but one all encompassing military leader? Is it the same with science ships or technology researchers?
 
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The real question: Will we get an icon for this DLC in the "owned items" list here on the forum, as we seem to have stopped getting them for the last few DLCs - no aquatics, no overlord, no toxoids, no first contact... seems the last one that got the icon treatment was Nemesis.
 
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