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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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Will leaders still be capped at lvl 10? I feel like there's a lot of civics, techs, traits and traditions that increase the max leader lvl way beyond 10, so it feels like a waste to have those bonuses cap at 10

It's safe to assume that anything that affected leaders (such as civics or traditions that affected leader level cap) have been revised with the changes coming in 3.8/Galactic Paragons.
 
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Where did they say that we only get to research one technology at a time now? As far as I understand it, we have one research leader that applies their bonuses to all 3 research categories.

Genuinely curious. If I overlooked something, please quote the post so I can see what I missed
No, I don't think you missed anything. This is exactly what was not said anywhere. However, in the current system (of three lead researchers), the comparison of scientists and research is one to one (1:1) - one researcher - one technology. Therefore, I assume that developers can replace three branches of research with one. Perhaps, but I'm not sure about it, these are the very "Programs" that will need to be promoted once every N years. Also, by the way, in my opinion, the solution is not at all the best, not the same as simultaneous and independent research in three different branches of technology. So this is just my guess for now. Well, it’s somehow not at all logical that one researcher, no matter how legendary he may be, can take part in several studies at once.

The idea is that larger empires always have less efficient administrative processes. It makes a lot of sense. Every decision happens in a larger framework and every decision has more people involved in making it.

Having same amount of leaders as smaller empires, but having to distribute them among more potential tasks simulates that very well. They can do all the same things and all at the same strength as in smaller empires, but there are just more things to do - so they have to pick their tasks more carefully and focus on those, missing out on some other gains that a smaller empire might be able to pick up, since it's not a sprawling mess of 800 colonies all wanting to have a say.

I think it is a really good choice, because it doesn't disrupt player agency or give larger empires an arbitrary malus. Larger empires have to consider more carefully where they invest their finite resources, because there are more potential applications. It's a good concept.
Small empires have fewer leaders. Big empires have more leaders. At least by virtue of the fact that the empire is expanding and its inhabitants are facing more and more tasks, problems and difficulties that they may not be able to cope with with their previous strength. Yes, resources are always limited, but a large empire will have more of them than a small one, and it can work simultaneously on a larger number of projects than a small state. In addition, the Head of Research, in theory, has all the necessary opportunities to delegate some of his powers to less senior leaders (for example, leading scientists, in one direction or another of research)

I play the game quite differently. 10 science vessels on the way would just be annoying to handle. I'd much rather have fewer and make more impactful decisions with them rather than just clustering everything with generic, faceless leaders that i constantly need to replace and are thus just a micro-annoyance.
Simply, I like to develop my empires in several different directions at the same time - scientific research, exploring the galaxy, establishing and developing new colonies, building a powerful economy, creating a strong navy and army. And, all this, yes, in parallel. Yes, I love micromanagement (laughs good-naturedly). But this is possible, precisely under the existing, even now, system of leaders - especially scientific. Where they are assigned, practically the main thing, after the ruler, a place. That is why the possible decline in the number of scientific leaders upsets me so much.

With best regards.
 
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Well, it’s somehow not at all logical that one researcher, no matter how legendary he may be, can take part in several studies at once.
They're not supposed to. At least the way I read the DD. They're supposed to be one of the most important top administrators of your empire. They're essentially the Minister of Education. They sit way up on top of the food chain and give broad guidelines. At best they'd be the one telling the researchers what to research, not doing any actual research themselves
 
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Are leaders influenced by experiences they make and get according good or bad traits? Like being on a planet that was bombarded into submission or living through an invasion of purifiers or a swarm? Say a trauma or a steeled will or a hatred for someone or something...
 
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Assuming I haven't missed something in the DDs and responses, what was the reasoning for a Head of Research in place of a Minister for Foreign Affairs? Or alongside it? Does that come later, after you make contact? Maybe Envoys still work similarly to now, but then there's a council member who's able to bolster their diplomacy or espionage. Alongside agendas to foster closer relationships with allies and neighbors (though I assume there's already diplomatic themed agendas).
 
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You keep basing your arguments on false assumptions my dude. There is no base effect other than the innate ruler slot bonus, which scales with level. But all the council slots have innate bonuses that scale with level.

I'd love to be proven wrong, but the devs are great at responding to the thread, and they've given no implications that rulers get anything special that we haven't seen yet - presumably aside from certain rare traits like the special Chosen One ruler trait and so on.
The ruler slot bonus was exactly what I was referring to. Being a ruler forfeits the ability to perform some other function at the same time, but gives you a powerful slot bonus instead. Ex. the emperor gives +.25 influence per level (if you keep your military beefy enough).

Would you rather have the ruler bonus, or one more scientist assisting research in your empire? You could say that's a "downgrade" since they can only do one job, but it's only a "downgrade" if what you get isn't better than what you're giving up.

If you have an especially talented surveying/assisting scientist, you might rather have them in the head scientist position instead of as a ruler so you can do both at once. But if you have a scientist with tons of council traits and not a lot of use outside that, you're just trading one stat stick (+2% researcher output per level on a given planet) with another (+.25 influence per level).

It's only a loss at all if you're forced to shove someone ill suited to the role into the ruler slot.
 
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They're not supposed to. At least the way I read the DD. They're supposed to be one of the most important top administrators of your empire. They're essentially the Minister of Education. They sit way up on top of the food chain and give broad guidelines. At best they'd be the one telling the researchers what to research, not doing any actual research themselves

Most importantly, such senior leaders set the tone of what sorts of research are encouraged, which proposals get the most sympathy, and which ideas are taken seriously for funding requests.

That's all perfectly simulated now by the Head of Research and their field specialties.
 
Assuming I haven't missed something in the DDs and responses, what was the reasoning for a Head of Research in place of a Minister for Foreign Affairs? Or alongside it? Does that come later, after you make contact? Maybe Envoys still work similarly to now, but then there's a council member who's able to bolster their diplomacy or espionage. Alongside agendas to foster closer relationships with allies and neighbors (though I assume there's already diplomatic themed agendas).

I still really like the idea of envoys becoming full leaders, with traits and levels. Next to scientists, Envoys have a great number of roles: impact direct relations with other empires, building spy networks, and influencing the galactic community.

Especially since there is a soft leader cap now, I feel they can get away with making them full leaders with their own traits and little stats they can modify.

Also, any feature that would be +1 Envoy could instead be changed to reduce the cost of Envoys on your leader cap (by say 10% or 20%); which should achieve the same effect, and allow Envoys to get the same RP treatment.

Also, then we could definitly have a Minster of Foreign Affairs, which feels like an ideal default council position. Here's hoping they come around on that.
 
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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. ;)
I'm a bit confused by this, I thought aside from the defense minister all council seats allowed scientists to used allowing us to get similar expertise bonuses as to before. But by the way technocracy is singled out, it seems that not all civics will allow for that
 
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For the sake of all that's good and holy please please please revisit this and finally merge admirals and generals into a generic military leaders class so I can never care about armies again.
They've said they're changing the combat system so we can just bomb planets into submission. You won't have to worry about armies if you don't want to.
 
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Can't wait to employ one of the Legendary Leaders as the best Chief Bureaucrat in the universe * - *
Our enemies will waste decades trying to get a war declaration license!
 
This. You're still researching the 3 techs at a time, you just have a single overarching lead scientist who can have multiple traits to improve the research in multiple areas at a time. Just imagine, getting a scientist with Genius, with a research assistant AI bot, and then a research specialty in an area for all 3 branches of science and then, you also have a former scientist who was maniacal and has his own research AI bot along with matching research boosts who is elected as your leader. You're adding ALL of those bonuses together for a lot better research ability.
I'm sorry, but I didn't quite understand your answer...
It turns out that the developers, well, let's say, «compressed» three positions of leading scientists and their individual features and bonuses in one leading scientist, who is part of the Council of the Empire - which is the «Head of Research»? And he simultaneously leads all research - all three technologies - in all three scientific directions... Together??? But there are still three scientific directions - as before? And technologies, as it was before, you can study three at the same time?
Well, in extremely simple terms, they replaced three scientists with one and gave him the powers, abilities, traits and bonuses of all three scientists that were previously available? Just making the controls easier for the user (player)? That's all?
Or did I misunderstand you?

Large empire->more unity generation->being able to go more over the softcap.

So if you do not want to change how you play you dont have to.
That is, with some desire, I can use exactly the same way of playing as before? Will it only be necessary to have a sufficient level of unity? And then I can hire as many leaders as I see fit? Approximately, as I already do with the «Fleet Capacity» parameter - my complete disregard for the fact that the limit has already been exceeded for a very, very long time and is greatly exceeded - due to the fact that my empire has a very powerful economy that allows it to produce so many resources that they cover all my expenses with a huge margin?
Did I understand you correctly? Or not?

With best regards.
 
I'm sorry, but I didn't quite understand your answer...
It turns out that the developers, well, let's say, «compressed» three positions of leading scientists and their individual features and bonuses in one leading scientist, who is part of the Council of the Empire - which is the «Head of Research»? And he simultaneously leads all research - all three technologies - in all three scientific directions... Together??? But there are still three scientific directions - as before? And technologies, as it was before, you can study three at the same time?
Well, in extremely simple terms, they replaced three scientists with one and gave him the powers, abilities, traits and bonuses of all three scientists that were previously available? Just making the controls easier for the user (player)? That's all?
Or did I misunderstand you?

Let me try again. Research is not changed at all. You're still researching a physics tech, an engineering tech, and a sociology tech like you do currently. The researching itself has not changed at all. The only thing that has changed is that you no longer have 3 leaders heading each department but instead just a single one. Think of it like this. In the game currently, you have 3 scientists leading research. They aren't the only ones doing the research, they are just the heads of the department pf hundreds or thousands or hundreds of thousands of people. With the update it will just be one person in charge of those hundreds of thousands.

Right now each of the heads has a trait that effects his research in a particular field and if you're lucky he'll get a second one or even genius or maniacal to effect all research. With the new version, your single head scientist will have multiple traits that will effect multiple fields of study at a time (the total amount depends on if you get the DLC or not). Adding to that, any other scientists you add to the council in any of the other positions, including the leader, can have traits that effect other fields of study or even the same ones that your head of research has. That is effectively giving you super bonuses that you couldn't get other wise.

Example: Your head of research has maniacal, Void Craft, Industry and Military Theory traits. That gives you the a boost to a single field of study in each research branch just as it does now but because he also has maniacal, that also gives you the overall boost to research for all 3 branches of research. Now, your leader also has Military Theory as well as Intellectual (Or whatever the current leader trait is that gives overall research boost) and Genius. That gives you the boost from both Intellectual and Genius to all fields of study on all 3 branches of research but also an extra boost on Military Theory.
 
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I'm a bit confused by this, I thought aside from the defense minister all council seats allowed scientists to used allowing us to get similar expertise bonuses as to before. But by the way technocracy is singled out, it seems that not all civics will allow for that
We can see on the screenshots that the various council positions are restricted to certain classes.
The "Available for" part:
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I imagine most council positions granted by civics will have at least some restriction if even "Tribune of Rights" has one.
 
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That's what the devs meant when they said it slightly favours smaller empires.

A small empire can get the full bonuses to all important planets with planetary governors, but larger empires would have to pay exceedingly more to get the same administrative benefit, so they'll probably have to resort to limiting it to a few key planets and otherwise utilise the less effective sector governors to spread a smaller bonus to a larger share of their worlds.

This is how i read that at least.

I like how they implemented that, since it gives smaller empires an boon without giving larger empires a rather arbitrary malus. Larger empires can still decide how they invest and what they focus on. It doesn't limit player agency or impose a "bureacrat tax" as we had in the past, but relatively speaking they can not utilise the power of leaders as well as smaller empires can.
At least in concept this is great.
It sounds alright when put like that. I must say the idea of having sector capitals being the most important and "best" planets in a sector makes a lot of sense too.

Although can't help but feel it's pretty contradictary with the idea of wanting less leaders so cutting the research scientists. With both changes the end result is likely to be a lot more leaders, not less.
 
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Iirc don't AIs always have access to all dlc content?

They do, with exceptions for things that the Ai is having difficulty being taught to do, like using the Eager explorer's civic, and the broken shackles/payback origins completely on their own.

I don't think this is actually as bad as some people think. Most people start the game with 4-6 scientists, with half being research heads. If you only need one lead researcher, that still leaves you 3-4 slots for researchers.

I'm curious how many people have more than 5 scientists early game out surveying and researching anomololies - as I get this sense this is part of some multiplayer meta that most players don't do.

I will, depending on my empire. I usually play xenophiles, so they are eager to explore.

I am both surprised and unfortunately not surprised that apparently no one else saw that.

Also, did you get a "disagree" within minutes of posting? That is rather insane. Now that I look around, many of the comments which even remotely disagrees with the Devs' decision have a disagree. Odd.

Mostly because the majority of us are liking the idea. I for one am only disagreeing on posts where people come off as trying to say their opinion is a fact, or are insinuating stuff that isn't at all implied.

I'm just passionate about the game and want to avert ill-advised changes.
Let me fill you in, bud. This is not how you are coming across. You are coming across like this, "I don't like these changes and I know what's best for everyone and what everyone will like". Mostly by your phrasing. Instead of saying "I am worried this will make leaders pointless" you are saying, "Great, rulers are pointless now."
That's not voicing an opinion, that's stating an opinion as a fact. I'm more than willing to believe that this isn't intentional, but your phrasing makes you sound massively upset that the game is undergoing a change. Hence all the downvotes, especially the ones from me.

Some people still think that getting rid of tiles, and cultural pressure to claim systems, was an ill-advised change.
 
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If there's anyone here who has also played the other Paradox game people keep mentioning, "CK2" (I thought it was CK3? I don't really know): how many leaders, in general, would you expect to have in that game? At maximum, I mean. And how would you compare their level of "in-depth-edness" to what Galactic Paragons seems to be? Just trying to get a feel for what sort of things might have influenced this update.