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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.

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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:

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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!

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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.

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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.

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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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But you currently have to roll a researcher with Voidcraft expertise to move towards Mega-Engineering. Why is the new system any different on that front?

Because right now rolling for a Voidcraft leader only affects your Engineering research.

Replacing your high-level Head of Research with a low level replacement with Voidcraft affects all your research
 
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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?

Some thoughts regarding council positions:
We can get up to 6 council members, 3 base + 3 civics, but the background art has only 5 spots from what I can tell. Where does councilor 6 go?!
Will we be able to rename the council positions as we can with our ruler? For RP's sake.
Six seems weird, because with the ruler in the center that's going to leave you with an asymmetrical council screen.

Maybe they mean six total in addition to the ruler? Because one of the Steam screenshots looks like that could be the case:
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(If you look closely there appear to be additional slots on either end).
 
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I don't really get removing individual reseach positions in the same breath as you're letting us put a governor on every individual planet.
I think it is attempt to balance number of leaders used as well. Currently least I have way more scientists than governors and planned changes should make them more even.
 
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I don't get the impression that that particular decision by the devs is about reducing the number of leaders / reducing how much work dealing with the leader is - but rather an effort to create interesting decisions about how you "staff" your Council. With limited Council slots, adding Councillors with a load of research traits comes at the expense of adding Councillors with other traits - forcing you to choose between strategic objectives when populating/hiring for you Council.
Why would the research area leads have to be on the council? It seems perfectly reasonable to me to have one overall head of research, who is on the council, and three area leads, who are not.

But, because leaders have particular lifespans, isn't this just something you'd transition over to as you reach the point where there's fewer places/nowhere left to survey? i.e. create explorers in the early game and, as they die later in the game, if you don't need explorers anymore, then hire/specialise analysts?
In theory this may be the case, but in my experience it's pretty easy to increase leader lifespan faster than your leaders age, with the result being that leader deaths are rare or nonexistent.
 
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I don't really get removing individual reseach positions in the same breath as you're letting us put a governor on every individual planet.
Being able to put leaders on specific science fields is a great way to customise your approach to the game progression in the same way the "natural x" species traits do, and if it's considered leader bloat and pointless extra micro then it's the least offensive case of that in the game. Really hope this change gets rethought.
This forum really needs an "ambivalence" smiley. Removing research scientists while adding per-planet governors is wild, but I want to see them both gone!

Or hey, ditch "assist research" and make planet slots be leader type agnostic. Put governors on resource planets and scientists on science planets and generals in the trash where they belong.
 
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Why would the research area leads have to be on the council? It seems perfectly reasonable to me to have one overall head of research, who is on the council, and three area leads, who are not.

That wouldn't be an unreasonable approach - it's just not the one that the devs have gone with. And the route the devs have gone down - having the research specialisation traits sit with Councillors rather than in a separate group of characters - sets up more interesting choices for the player when populating their Council.

In theory this may be the case, but in my experience it's pretty easy to increase leader lifespan faster than your leaders age, with the result being that leader deaths are rare or nonexistent.

I guess if you've found a way to play which allows you to make all of your leaders immortal, this would be a nerf to that - but I don't think that's a common way to experience the game.
 
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Six seems weird, because with the leader in the center that's going to leave you with an asymmetrical council screen.

Maybe they mean six total in addition to the ruler? Because one of the Steam screenshots looks like that could be the case:
View attachment 973182
(If you look closely there appear to be additional slots on either end).
They said that the 3 starting seats include your ruler. So with the 3 additional seats from civics you get a total council size of 6.
 
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That wouldn't be an unreasonable approach - it's just not the one that the devs have gone with. And the route the devs have gone down - having the research specialisation traits sit with Councillors rather than in a separate group of characters - sets up more interesting choices for the player when populating their Council.



I guess if you've found a way to play which allows you to make all of your leaders immortal, this would be a nerf to that - but I don't think that's a common way to experience the game.

Also you can just fire the old one and hire new ones.
 
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Replacing your high-level Head of Research with a low level replacement with Voidcraft affects all your research

Well, we don't actually know whether all research specialisation traits will exist only with your Head of Research.

EDIT: We know now. Dev reply says research specialisation traits can exist on any of the 5 Councillor slots that aren’t Head of Military.

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.
 
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I am loving the sound of all of it. This covers a lot of what I wanted from an internal politics leader rework:

- Fewer but more important leaders
- Gestalts having their own thing rather than being left in the cold
- Council system for the base game, aka "making your own cabinet"
- Government types where your ruler is important, go figure (see also: Imperial authority)
- Agendas being actually important
- Leaders tied to factions (!) with their own personal ideas and everything!

The fact that the DLC includes freaking 95 unique council positions, further differentiating civics, is amazing, and shows that Stellaris is moving towards a direction that I greatly enjoy (more roleplaying possibilities, more different & alien empires). This is my most wanted expansion since Overlord (and they have yet to reveal how you recruit the super special Paragons and all of that! And regular leaders, for that matter ^^U).
 
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I’m excited about this expansion, but I really don’t like removing the researchers system and replacing them with a “head of research”, especially when planets and presumably fleets/armies have their own individual leaders. I don’t see how these two systems are incompatible; a research leader could apply broad traits, while scientists could provide more specialized traits to their field of research, like how it works right now.
 
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Question, apologies if it's been asked before: what happens if I, say, have a level 8 scientist and they get elected to be the new leader? Do they keep their scientist traits or do they get randomized ruler traits? Or do we get to level them up as a ruler?
 
Question, apologies if it's been asked before: what happens if I, say, have a level 8 scientist and they get elected to be the new leader? Do they keep their scientist traits or do they get randomized ruler traits? Or do we get to level them up as a ruler?
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.
 
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Good to see a lot of pushback/scepticism against the removal of the individual research leaders.

Rule of thumb: If a game system has existed unchanged for the entire lifetime of the game, and no one has ever complained about it... don't remove it.
 
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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.
This begets more concerns. Does that mean the ruler traits are gone, or can they be gained while the leader is ruling, alongside other traits?
 
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