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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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The 3 scientist thing was not strategic so won't be missed.It just caused a lot of fiddle for little gain playing match up the icon.More roleplay and strategic choices is what the game needs.
 
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Removing the heads of Research departments without changing how the tech tree works doesn't make any sense to me

With the implementation of Councilor traits, there simply isn't any need for them anymore. If your wish is to manipulate the odds of getting tech, you could theoretically have a Council of mostly scientists (pick your civics well, for example, Technocracy adds a Scientist position), each with the same expertise trait to mess with the odds. Getting the exact expertise trait might take a little time, but do-able with the DLC. I'm sure someone will figure it out. ;)

Shouldn't every planet have a Governor, and meddling in their affairs might upset that world or have you proclaimed as a despot?

Sector governors apply their traits to the sector capital, while applying their skill level to all planets in the sector. Careful planning will allow you to maximise the potential of a key planet and its neighbors. If only there was a way to easier edit sectors and select sector capitals... something like a sector editor. :)

Will Heirs be leaders after this update? Being able to assign them a position, special or orherwise, so they get better would be great!

Yes. You can groom them properly before they ascend the throne.
 
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I'm not really seeing how this dramatically reduces leader count, tbh. I see -3 scientists, -1 ruler, and at least +5 governors.

What’s the +5 governors?

I wonder, if we can no longer assign scientists to each tech category do we even still have three separate tech categories?

The tech category traits haven’t been removed. They’re just on Councillors now, rather than on the three dedicated research scientist positions.
 
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Sector governors apply their traits to the sector capital, while applying their skill level to all planets in the sector. Careful planning will allow you to maximise the potential of a key planet and its neighbors. If only there was a way to easier edit sectors and select sector capitals... something like a sector editor. :)

Can we only put governors on planets or can other leader types be assigned as planetary governors? E.g, could we have a scientist assigned to our tech world or a general to a fortress world.
 
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Ruler traits have mostly (if not all) been turned into Councilor traits, and can be acquired by all leaders with the right class. They have been re-balanced as such.
When playing with the DLC, picking a veteran class geared towards the Council (each class has one) increases your chances of acquiring these Councilor traits, on top of some exclusive ones that are unique to that veteran class.
That sounds good. I don't like the fact that the ruler is effectively just another Councilor though. If I'm running Dictatorial or Imperial, the ruler should not be remotely "equal" to his advisors - in fact, there shouldn't have to be a council at all. The God Emperor needs no advice, after all! Feels like the enforced council kind of limits the player fantasy a bit.

Are there at least bonuses that ONLY apply as Ruler, to set that position apart so it's not completely arbitrary which council slots you have your leaders in?

(As an example, if you have two scientists on the council it sounds like it doesn't matter at all which one is the ruler and which one is the head of research).
 
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Alright, my skepticism from the last dev diary is now gone. This looks like a great system and I’m excited to play around with the new governors in particular. Might finally make the trader enclaves interesting!
 
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With the implementation of Councilor traits, there simply isn't any need for them anymore. If your wish is to manipulate the odds of getting tech, you could theoretically have a Council of mostly scientists (pick your civics well, for example, Technocracy adds a Scientist position), each with the same expertise trait to mess with the odds. Getting the exact expertise trait might take a little time, but do-able with the DLC. I'm sure someone will figure it out. ;)
Wait, does this mean we can stack expertise traits now? If I had a voidcraft head of research, voidcraft ruler, and even a defense minister really into voidcraft, would my chances to draw megastructure engineering go up by 3x? Or just get the bonus once for anyone on the council having it? Would voidcraft research speed be +45% for each of the 3 traits combined, or just +15% total?
 
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That sounds good. I don't like the fact that the ruler is effectively just another Councilor though. If I'm running Dictatorial or Imperial, the ruler should not be remotely "equal" to his advisors - in fact, there shouldn't have to be a council at all. The God Emperor needs no advice, after all! Feels like the enforced council kind of limits the player fantasy a bit.

Are there at least bonuses that ONLY apply as Ruler, to set that position apart so it's not completely arbitrary which council slots you have your leaders in?

(As an example, if you have two scientists on the council it sounds like it doesn't matter at all which one is the ruler and which one is the head of research).

I think this is a very narrow view. Even in a supremely autocratic empire, rulers have to delegate responsibilities because there is simply more to do and observe than one individual can do. At that point, those traits represent the personal talents of those delegates, and how they affect what they do when given orders.
 
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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.
Will multiple scientist traits stack? Let's say you have a scientist with Expertise: Field Manipulation get elected as your ruler and your Head of Research also has that trait. Will you get an even bigger bonus to those techs or is there no additional bonus?
 
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Wait, does this mean we can stack expertise traits now? If I had a voidcraft head of research, voidcraft ruler, and even a defense minister really into voidcraft, would my chances to draw megastructure engineering go up by 3x? Or just get the bonus once for anyone on the council having it? Would voidcraft research speed be +45% for each of the 3 traits combined, or just +15% total?

That wold be pretty neat.
 
With the implementation of Councilor traits, there simply isn't any need for them anymore. If your wish is to manipulate the odds of getting tech, you could theoretically have a Council of mostly scientists (pick your civics well, for example, Technocracy adds a Scientist position), each with the same expertise trait to mess with the odds. Getting the exact expertise trait might take a little time, but do-able with the DLC. I'm sure someone will figure it out. ;)

A fair compromise, but i argue that there should be a vanilla alternative for manipulating tech odds.
 
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After a bit of reflection, now I have some questions:

- Are leaders still recruited by paying unity? Do they appear at random?
- Do we have a maximum empire total leader cap, or is it divided by categories? (maximum scientists, the maximum number of governors, etc)
- Are generals and envoys still a thing?
- Are council posts permanent? Is there a penalty for rotating leaders (or for leaders staying too much time inside the council)?
- Can government agendas fail to be executed? (that would be annoying, but realistic)
- Where and how do you get Paragons into your empire? Are they all part of random anomalies/story chains?
- Do hivemind nodes come with their own unique traits?
- What do leader ideas do? How do they interact with factions?
- Now that we are on it, are factions unchanged?

Sorry about the barrage of questions, but I am super stoked about all of this, to be honest. I want to press the "I want to know more" button!
 
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Huh, just noticed there's an additional screenshot at the end of the Steam DD:
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I wonder if that is from a Paragon trait?
 
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Are there at least bonuses that ONLY apply as Ruler, to set that position apart so it's not completely arbitrary which council slots you have your leaders in?

Yes, the slots themselves have inherent bonuses that are multiplied by the leader's skill level. Ruler slots have powerful ones, and are different depending on the authority type. Quoting the dev diary above:

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"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."

Wait, does this mean we can stack expertise traits now? If I had a voidcraft head of research, voidcraft ruler, and even a defense minister really into voidcraft, would my chances to draw megastructure engineering go up by 3x? Or just get the bonus once for anyone on the council having it? Would voidcraft research speed be +45% for each of the 3 traits combined, or just +15% total?

Will multiple scientist traits stack? Let's say you have a scientist with Expertise: Field Manipulation get elected as your ruler and your Head of Research also has that trait. Will you get an even bigger bonus to those techs or is there no additional bonus?

Yes, multiple similar Scientist Councilor Traits will stack.
But the Minister of Defense cannot be a Scientist, so it cannot possibly have an expertise trait.
The other 5 positions? Go nuts. :)
 
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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.

For the Explorer Class, what happens when there isn’t anything left to explore? Also, does assisting research give enough xp now that a leader doing that can actually reach the higher levels?
 
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Yes. You can groom them properly before they ascend the throne.
Heirs will be leaders?
NICE. Heir assassinations here we come.

Does this also effectively mean imperium's start with an extra/ free leader? (the emperor and heir can go off exploring together. and nothing bad will ever come of that strategy)
 
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Yes, multiple similar Scientist Councilor Traits will stack.
But the Minister of Defense cannot be a Scientist, so it cannot possibly have an expertise trait.
The other 5 positions? Go nuts. :)
Neat. To be sure I understand, do they stack for both the speed boost effect of the trait, and for any tech draw chance? Draw chance is in the tech file, so is tech weight multiplied by the number of councilors with a matching trait, or simply multiplied once for any councilor having said trait?
 
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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.

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.

I would really love to see a general balance pass on the economy as a whole. It's not a major issue, because like people have said, the AI and other players get access to most of these bonuses as well, but it does affect the pace of the game as well as the balance of stuff like space entities, marauders, the Kahn, fallen empires, crises. Reworking the economy balance a bit would certain be much easier than buffing all of those separate systems.

I've previously suggested, and would suggest again, that the number of technologies which are just flat +10/20% resource output be trimmed down. It might have made sense in the past to have these things to help with power scaling, but there's so many other strong ways to do that now (orbital rings in particular), I think it's just clogging up the tech tree with uninteresting options while also hurting the game's pace.

Of course, perhaps this is one place where it would be difficult to balance with differing amounts of DLC, but I would like to see a bit of an effort to at least try to reign in the power inflation.
 
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