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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:

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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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I think Give and take is the economic agenda, has the same diamond with dimensional sides as the other ones. Also just sounds like something a xenophile empire would call their economic policy, with the hand motifs around the mineral icon.

I think what's happening is that the give and take agenda is fully complete and providing a max buff, but will soon be replaced with the diplomatic agenda that's about to finish in that picture

Ah, I think you're right. Looking at it again, it does seems to be an agenda icon.
 
It's internally balanced both ways though.

With or without the DLC, you and your friends (MP) and the AIs (SP) all have the same access to leader-related buffs.
Balanced against the other empires, yes, but not necessarily against other systems. E.g. if with the DLC your navies are 10% more effective, that makes stations less good and makes it easier to kill space fauna etc that don't have leaders; this might also make leader-related civics and techs more militarily useful than dedicated military ones.
Hopefully they've taken this into account, of course. Or their testing suggests that it isn't a significant difference.
 
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Traits will still affect research speed and available tech options - it's just those traits will sit in the Council with the Councillors (or not, if you choose to prioritise something else) rather than in the three scientist slots:
Expertise traits now apply if the scientist with those traits is serving on the council (including if they are the empire's ruler).
That feels a bit limiting, since I imagine we can't as easily reassign a Council member as we could field scientists.

So, you no longer benefit from say, stacking Society techs on the Society scientist.
 
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Some great changes, though I suspect it'll take quite a bit of getting used to the new system where we don't get to pick the individual research leaders any more. Bearing in mind that this has been in development for so long, having this change revealed about 2 weeks before it goes live will be a bit of a shock to many, I suspect!

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?
This would suggest that individual admirals (at least) are very much still a thing:
We also allowed leaders to perform Council duties while maintaining their field positions.

I would, personally, be in favour of rolling the Generals and Admirals into one leader type (alongside a bigger rework of ground combat, and making armies and navies much more integrated), and making the Envoys much more impactful as characters. However, I guess that any feedback the community has at this stage isn't going to be possible to implement at this point in the development cycle... :/


Will the 'Ruler Designer' bit of empire creation be DLC or patch content, out of curiosity? (I'll likely get this DLC, in any case, but it may affect others' views on it one way or the other... :D )
 
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If you had read the DD with a bit more of attention, you would have noticed that now we have both planetary governors and sector governors. Planetary governors traits don't affect sectors.
they are the same governors; its just that the planetary governor for the sector capital applies their leader level bonus across the sector - but not their traits (and if you apply a planetary governor on any other planet in the sector they overwrite the sector governor it seems, does that mean they get a Lower level effect too ? dang )
 
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That feels a bit limiting, since I imagine we can't as easily reassign a Council member as we could field scientists.

So, you no longer benefit from say, stacking Society techs on the Society scientist.

I quite like it tbh. It makes the decision to rush particular techs into a decision with consequences (the opportunity cost of not having other Councillors with advantageous traits in place), rather than it’s current form as a relatively straightforward and cost-free mini-game of hiring a firing researchers.
 
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Isn't that exactly the point? To create an interesting choice between constructing your Council in a way that maximises your chances of getting a particular tech vs the opportunity cost of constructing it in a way that helps deliver on another objective?
Putting a guy on who loves megastructures so I'm better at developing and researching megastructures is good, if done well.

Significantly reducing my chances of drawing the megastructure techs because my science minister is full of useful buffs but also RNG'd into an Industry focus so they started throwing the weighting toward other cards is bad.

What you're describing is the former, I'm worried about the latter.

Overall I would prefer if specialisations just improved research speed and didn't affect what cards were available. Let my industry-loving science minister tempt me with research boosts without hiding other cards from me, because the alternative is keeping a level 1 void specialist around to make king for a day every time research is about to complete.

Or make "Researching" Megastructures an agenda instead of gating them behind the same system that gives stacking bonuses to food production.
 
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Isn't that exactly the point? To create an interesting choice between constructing your Council in a way that maximises your chances of getting a particular tech vs the opportunity cost of constructing it in a way that helps deliver on another objective?


and interesting choice by nerfing our current ability seems a bit odd, especially as some techs even seem to basically require specifics.

Traits will still affect research speed and available tech options - it's just those traits will sit in the Council with the Councillors (or not, if you choose to prioritise something else) rather than in the three scientist slots:

Except some techs requires specific traits, in specific slots, this now doesnt exist as a possibility - hence the issue
 
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It's internally balanced both ways though.

With or without the DLC, you and your friends (MP) and the AIs (SP) all have the same access to leader-related buffs.
While it will be balanced between human players, it will not necessarily be balanced in regards to AI empires (precursors and powerful anomaly outcomes are examples of features that give human players massive advantages over the AI empires).

If a patch or an expansion ends up providing more economic, research and unity bonuses (directly or indirectly), it will also make games progress faster and make all non-empire challenges less challenging (crises, marauders, khans, grey tempest, leviathans). The current excess of Happiness bonuses is an example of such power creep, that has implications for the entire game experience. It is nice to get new options and richer content, but unfortunate if it comes at the expense of challenge and sense of accomplishment.
 
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Putting a guy on who loves megastructures so I'm better at developing and researching megastructures is good, if done well.

Significantly reducing my chances of drawing the megastructure techs because my science minister is full of useful buffs but also RNG'd into an Industry focus so they started throwing the weighting toward other cards is bad.

What you're describing is the former, I'm worried about the latter.

Overall I would prefer if specialisations just improved research speed and didn't affect what cards were available. Let my industry-loving science minister tempt me with research boosts without hiding other cards from me, because the alternative is keeping a level 1 void specialist around to make king for a day every time research is about to complete.

Or make "Researching" Megastructures an agenda instead of gating them behind the same system that gives stacking bonuses to food production.
I think you're right about the risk there. If the system simply forces strategic choices on the player, then I think it's an improvement - but if RNG significantly constrains the strategic choices available, then that's a real problem.

I don't think there's a need for RNG to be entirely removed from the system though - after all, it's always been a feature of hiring scientists with specific specialisation traits - but obviously it can go too far.

That said, it looks like the player will have some impact on the traits their leaders develop - so it could be that compensates for the RNG somewhat.
 
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Couldn't Gestalts simply get Destiny traits rebranded as "Hyperspecialization"? Or was the restriction decided to help differentiate Gestalts from Individuals?

EDIT--
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.

Same question to this. I see no reason why getting a new civic couldn't add a Gestalt council node.
 
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and interesting choice by nerfing our current ability seems a bit odd

I don't think so. Currently, there's little cost/downside to attempting to rush a particular tech - beyond the cost of hiring and firing scientists until one with the trait you want arrives. The new system (potentially - since we don't fully know how it'll work yet) simply adds downsides and creates an interesting strategic choice. i.e. do you want to base your Council make up around rushing a particular tech - even if that means you lose the various advantages of basing your Council around other objectives.
 
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Okay, but now I want all gestalt leaders to be nodes. No more semi-autonomous drones with their own hope and dreams, just nodes and subnodes and subsubnodes with designated functions joined together in beautiful networks
 
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That said, it looks like the player will have some impact on the traits their leaders develop - so it could be that compensates for the RNG somewhat.
I thought the same, but looking at it again... it's tied to the dlc, isn't it? It looks like it's full RNG without it. And combined with less traits per leader too (but still more than now).
 
I think you're right about the risk there. If the system simply forces strategic choices on the player, then I think it's an improvement - but if RNG significantly constrains the strategic choices available, then that's a real problem.

I don't think there's a need for RNG to be entirely removed from the system - after all, it's always been a feature of hiring scientists with specific specialisation traits - but obviously it can go too far.

That said, it looks like the player will have some impact on the traits their leaders develop - so it could be that compensates for the RNG somewhat.
"RNG'd into industry" and my focus on megastructures are both just examples. The hidden tech tree/card draw system is very vulnerable to perverse incentives and accidentally shooting your goals in the foot, and while ditching the three scientists thing is absolutely the way to go I'm worried that keeping and moving trait based tech weighting to the government level will amplify the previous problems.
 
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Pardon? You can override your sector governor? Leader traits don't work on sectors? Then what's the point of governors?

I'm confused o_O
Governors and other leader also produce boni from skill level alone. So a sector governor will only give those while a planet governor will give both the trait boni and skill level boni.
 
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I thought the same, but looking at it again... it's tied to the dlc, isn't it? It looks like it's full RNG without it. And combined with less traits per leader too (but still more than now).

That's a good point.

I guess it'll come down to how common research specialisation traits in Leaders are under the new system. After all, they're entirely random in the current version of the game - so the randomness isn't new, but the degree of randomness might be.
 
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No more semi-autonomous drones with their own hope and dreams

I just want to point out that the acronym for "semi-autonomous drone" would be SAD.

While it will be balanced between human players, it will not necessarily be balanced in regards to AI empires (precursors and powerful anomaly outcomes are examples of features that give human players massive advantages over the AI empires).

True, but that's going to be a factor with or without the DLC.

There's no case where a non-DLC human will compete against a with-DLC human.

I see valid reasons to ensure the game is balanced both with the DLC and without it, but no reason to care if with == without.
 
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