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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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Another good observation of the shaky game design in this update - moving a governor around from planet to planet to get bonuses when clearing blockers for example sounds rather tedious. That's already a thing you can do with current governors, but it's generally not worth losing a sector-wide research bonus for example just to remove a blocker faster. The change definitely makes the micromanagement worse because you can laser-target planets for stuff like that, which will be far more optimal.
No one is holding a gun to your head and making you do this. The only one making the micromanagement worse is you.

I don't micromanage like this under current system, and I'm fine with my play experience.
 
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It looks like you missed the part where you get to pick your traits when leveling up? Granted, the choices you get are random, but the odds are more in your favor to get multiple expertise traits then if just left to random. But you are right, I am assuming buying the DLC because, to me at least, it is worth it and I couldn't imagine playing without all the available DLCs.
I wouldn't say I missed it, Bob.

I get it, this is a whale forum, and I too am a whale. But I'm a slow-whale who usually waits until any given DLC is on 50% sale. That's a long time to have my ability to direct my research put in the toilet relative to the current, pre-DLC state of affairs. I also don't know that that's really an unusual purchasing strategy (perhaps less so outside of this forum than on it).

Moreover, paying someone to get back what they have taken away from you in an effort to get you to pay them is encouraging misbehavior; it sets up bad incentives. The correct response is to refuse to pay any danegeld ever, and to encourage others to refuse to do so as well. The fact that paying the danegeld comes with some nice things and the value proposition isn't *purely* avoiding damage doesn't significantly change the situation, morally.

Anyway, I'm gonna go touch some grass and drink until I forget there's an internet full of people to argue with.
 
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I wouldn't say I missed it, Bob.

I get it, this is a whale forum, and I too am a whale. But I'm a slow-whale who usually waits until any given DLC is on 50% sale. That's a long time to have my ability to direct my research put in the toilet relative to the current, pre-DLC state of affairs. I also don't know that that's really an unusual purchasing strategy (perhaps less so outside of this forum than on it).

Moreover, paying someone to get back what they have taken away from you in an effort to get you to pay them is encouraging misbehavior; it sets up bad incentives. The correct response is to refuse to pay any danegeld ever, and to encourage others to refuse to do so as well. The fact that paying the danegeld comes with some nice things and the value proposition isn't *purely* avoiding damage doesn't significantly change the situation, morally.

Anyway, I'm gonna go touch some grass and drink until I forget there's an internet full of people to argue with.

Ok, you didn't miss it. Did you also not miss the part where the head of research isn't the only one that can apply expertise traits to your research projects? So you have more then one council member leveling up and gaining traits and can end up with two, maybe more, leaders applying matching bonuses. Even without the DLC.
 
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But how AI-Aided Design (this is a governor trait) will be affected? Starbases are not planets, but they are still part of a sector.
If Sector Governors are not using their traits outside sector capital, then the most important trait for military production sector becomes useless due to not affecting anything.
 
But how AI-Aided Design (this is a governor trait) will be affected? Starbases are not planets, but they are still part of a sector.
If Sector Governors are not using their traits outside sector capital, then the most important trait for military production sector becomes useless due to not affecting anything.
*OR* it's been moved to be a different category of trait. Potentially a council level trait that your military node might want to have.
 
Another good observation of the shaky game design in this update - moving a governor around from planet to planet to get bonuses when clearing blockers for example sounds rather tedious. That's already a thing you can do with current governors, but it's generally not worth losing a sector-wide research bonus for example just to remove a blocker faster. The change definitely makes the micromanagement worse because you can laser-target planets for stuff like that, which will be far more optimal.

I really don't get why the devs thought adding governor micro while removing research micro was a good idea. Either keep the research micro or remove both. Changing researchers was far more engaging and less tedious than dealing with governors, since it had instant, empire-wide impact.
Will be interesting to see what they did with the governor trait that helps with blocker clearing. If that got removed or if it got turned into a council trait. Either way, I'm hoping they did enough tweaks to remove the micro aspect.

Worth keeping in mind that with governors, there were only really three traits that you could do that kind of micro with. The aforementioned blocker clearing ones, then the next common one was the architecture ones that reduce building time and building cost. Finally, you have the seldom used anti-crime trait, which IMO Isn't worth it unless crime is really bad on a recent acquisition.

Every other trait that currently in game, doesn't play well with this micro approach because the benefits aren't calculated until the game ticks over to the next month, which means it only works for one planet.

So my hope is that at least with the block clearer traits and the architecture ones, the devs either make those council traits or rulers traits or just remove them. That would solve any complaints people have and before someone says removal would be a nerf. Given that they are buffing leaders substantially, it likely isn't a net nerf. All they need to do is make sure that none of the non-council traits exist in a form where players feel a need to move governors around to game the system.

Not sure about the anti-crime governors though. Honestly, the crime and deviancy systems need a rework, but that should probably wait till they do an internal politics rework and I hope that is the next major thing they tackle. Also hoping they do limit tackling that till they are ready to do the next major DLC. Though, I view that one as the least problematic because if someone is managing their worlds right, they would only ever be tempted to do that with newly acquired worlds from conquest or the rare cases where a revolt happens and all the revolting worlds ask to join your empire. On that note, can I say it's hilarious when it happens to the entirety of a vassal empire, so you end up get the whole vassal as a new sector (seen this twice now, both times I was playing an empire that was xenophile fanatical egalitarian).

I actually like the change here where their levels can apply the whole sector if they are the sector governor, while the traits are planet unique. It spares me from being annoyed with having a governor that has traits for boosting something that isn't being produced in their sector, while also being annoyed that I have a specialized world in a large sector that is getting zero benefit from any of the sector governor's traits. I actually like how this design has some potential for distinguishing between tall and wide. Might be cool if the meta for super tall empires is to invest in having powerful leaders to make up for the lack of pops and systems, while super wide invests the bare minimum in their leaders because it's just more efficient for them to lean on their massive population and high system count.
 
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Ok, you didn't miss it. Did you also not miss the part where the head of research isn't the only one that can apply expertise traits to your research projects? So you have more then one council member leveling up and gaining traits and can end up with two, maybe more, leaders applying matching bonuses. Even without the DLC.
There has been no confirmation that stacking expertise on multiple councillors will affect the increased draw weight multiplier for tech of that expertise, only the increased research rate.

Tech draw is the issue at hand, and having additional council slots affect it is not necessarily a good thing as tech draws are zero-sum, meaning an increase for one is a decrease for another, so either you have significantly more micro juggling three science draws with a single expertise at a time, or you just ignore the entirely unique tech draw system this game has enjoyed since release and pray to RNG which can be very frustrating if you miss out on a tech key to your build for years on end.

That the Devs think tech draw manipulation with Scientists is some obscure strategy for only those who "wish to" and who pick select civics to engage with it is what confuses me. It is about the only effective way to get around the RNG tech draw system and interact with it in meaningful ways(chasing Megastructures and Psionics, actually staying competitive in fleet strength on GA with proper Engineering tech focus) and allows us some agency over the pace of our expansion. To then repackage and sell it with the DLC is especially strange.

This change has at the least required a change to the Technology UI window; maybe they have tweaked the system as a whole and are going to reveal more next week, but right now I am still a bit unsure how this will work out.
 
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It properly blows my mind that neither you, nor the person before you, considered a simple reassignment cooldown. It's not a difficult challenge for the design.

...Are you trying to defend bad design with the argument that better design is easy to come up with, even though said better design isn't actually in the game? All while making the utterly irrational assumption that because we didn't mention a better design solution in our posts, we didn't consider it and somehow WE are making a mistake, not the developers?

Your post is the most bafflingly strange and pointless one in the thread so far.

No one is holding a gun to your head and making you do this. The only one making the micromanagement worse is you.

I don't micromanage like this under current system, and I'm fine with my play experience.

This is another invalid argument. "If you close your eyes and pretend the design flaw isn't there, it goes away!" Honestly, do better.
 
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Can we rename the Council positions? Its a little weird for a Megacorp to have a "Minister of Defense" even if they do have a cooperate officer who is in charge of security. Renaming and/or changing the names based on government types (which you could also do but seems like alot more work) would give this system alot of flavor and make it feel more part of your empire.

Also while I get the whole thing about Gestalts is they dont need councilors, I think it would be cool if you could get some sort of special leader for Rouge Servitors who was a Organic. This position would functionally be an honorary organic leader who is the "official" leader even though he is given completely meaningless tasks. I want my Wall-E Captain reading the morning announcements!
 
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The mechanic works great if you don't use it!

I'm always frustrated by people diving on a ditch to defend horrible macro in a 'grand strategy game'.

Manually moving leaders around is 100% micro that doesn't fit in a grand strategy game. Manually swapping out leaders to minmax science bonuses is 100% micro that doesn't fit in a grand strategy game. (Oppenheimer would have just been a name on a report to Truman, he certainly wasn't perusing a list of names and stats to decide who works on what project).

Rather than trying to defend these horrible mechanics, we should be asking ourselves 'what does the strategic version of this decision look like?' Now unfortunately the answer is almost a budget spreadsheet and some policy settings, but I'll still take that over minmaxing something that we'd find a way to automate if it was in any other context but a video game.'
 
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There is a lot of animosity in this thread.

So, planetary governors. Making it so sector governor's traits don't matter at all doesn't feel right. For example, I got a star system (three stars, each with a planetary system) that is rich in minerals and has several habitable planets. I set up sector capital there due to three mining worlds and several mining habitats being needed. In this case, one extractor optimizes star system as a whole (there are a couple of worlds in that sector that don't have specialization right, so governor works mainly on capital system there). Under new management, I will need an extractor for every colony inside the same star system, which would be unnecessary micromanagement, because each habitat's governor would be wasted..
 
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Is the Chosen one a destiny trait or anything? Are there special interactions with it?
 
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I'm always frustrated by people diving on a ditch to defend horrible macro in a 'grand strategy game'.
No one is saying swapping Scientists for Tech draw manipulation was the best solution to the RNG tech system in this game, but it's worked for 7 years now without a problem and people like you could play your way and people who wanted to engage with it and eek a bit more out of the system were welcome to do so.

Now that functionality has been severely reduced and tucked away behind a special strategy with a DLC price tag. The defence of this solution seems to be that it is in fact still there, except we now have up to 5 council slots to juggle, with even more RNG determining whether we get a useful expertise trait, where before it was a simple coloured circle with a distinct image we could process at a glance, now it's one of 700* new traits sprinkled throughout my entire pool of leaders vying for Council slots.

So it seems the 'horrible macro in a "grand strategy game"' is still here, it's still the only way to deal with the RNG tech system, you are still welcome to ignore it, except it has become more difficult to manage for those who wish to and only open to those with the proper civics, most of which sound like paid features. So since you never cared for it, you can continue to do so, but please don't complain that other people want to discuss an aspect of this game just because you don't like that aspect. If they had been willing to improve the system they wouldn't have removed 2/3 of it and left the rest tucked away in a closet.

This feature was fine for those who cared and easily ignored by those who didn't, and would have been just the same in the new Leader system, but it has been reduced under the pretense of limiting the number of leaders you deal with, when that is not the case and these 2 research slots are the only ones being removed while other, far less compelling Leaders are even increased. All of the "horrible macro" is still there, even more perhaps with Planetary Governors and enhanced Assist Research, except it's become a bit more "horrible".

There is also an RP aspect to tech draw manipulation that is being thrown out it seems, where a Spiritualist vying for Psionic Theory is going to aim for different Techs than a Bio Ascension empire chasing Biology Techs, or a Machine needing more more Alloys to build more pops, so it's not just a mechanic for the min/max players. While this has been somewhat anemic and most empires will want mostly the same Techs in the end, it is sad to see them shying away from the system altogether rather than trying to improve on it as you seem to want.
 
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No one is saying swapping Scientists for Tech draw manipulation was the best solution to the RNG tech system in this game, but it's worked for 7 years now without a problem and people like you could play your way and people who wanted to engage with it and eek a bit more out of the system were welcome to do so.

Now that functionality has been severely reduced and tucked away behind a special strategy with a DLC price tag. The defence of this solution seems to be that it is in fact still there, except we now have up to 5 council slots to juggle, with even more RNG determining whether we get a useful expertise trait, where before it was a simple coloured circle with a distinct image we could process at a glance, now it's one of 700* new traits sprinkled throughout my entire pool of leaders vying for Council slots.

So it seems the 'horrible macro in a "grand strategy game"' is still here, it's still the only way to deal with the RNG tech system, you are still welcome to ignore it, except it has become more difficult to manage for those who wish to and only open to those with the proper civics, most of which sound like paid features. So since you never cared for it, you can continue to do so, but please don't complain that other people want to discuss an aspect of this game just because you don't like that aspect. If they had been willing to improve the system they wouldn't have removed 2/3 of it and left the rest tucked away in a closet.

This feature was fine for those who cared and easily ignored by those who didn't, and would have been just the same in the new Leader system, but it has been reduced under the pretense of limiting the number of leaders you deal with, when that is not the case and these 2 research slots are the only ones being removed while other, far less compelling Leaders are even increased. All of the "horrible macro" is still there, even more perhaps with Planetary Governors and enhanced Assist Research, except it's become a bit more "horrible".

There is also an RP aspect to tech draw manipulation that is being thrown out it seems, where a Spiritualist vying for Psionic Theory is going to aim for different Techs than a Bio Ascension empire chasing Biology Techs, or a Machine needing more more Alloys to build more pops, so it's not just a mechanic for the min/max players. While this has been somewhat anemic and most empires will want mostly the same Techs in the end, it is sad to see them shying away from the system altogether rather than trying to improve on it as you seem to want.
And now you can have *5* areas of scientific focus available, rather than 3, if you set your council up that way without having to swap rulers in and out.


You're not prevented from having different empires chasing different techs either, since each empire now has *more* specialisation available, and since you can choose the specialisations the leaders get (albeit from a list) you can now refuse expertise traits that are completely at odds with what you want, and take from the other traits that you are offered. Not all traits are going to be offered to all leaders either, so the 700 traits is a bit misleading in a comparison here. For example, your scientists are not going to be offered the admiral or governor veteran traits; a scientist who is specialised as a researcher will not get the space exploration veteran traits, meaning you're less likely to be sat with a scientist who has traits for archaeology *and* is a genius researcher, meaning that they're partially wasted in either role. For most levels the destiny traits don't really count either, as they won't be in the pool of traits you're drawing from.
 
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*5* areas of scientific focus available, rather than 3
5* with DLC and select Civics.

Except more than one focus per tech branch counter each other, so you still have 3(if you select Civics around it) but they are now mixed in with up to 9 other Traits, which also may counter it and more than one of the same(if it works as it does now) will not increase your draw chances. You are also assuming swapping Councillors will be at will as it is now with Researchers, but most likely for Democracies you will be even more at the whims of fate, and Gestalts are stuck with what they choose.

You're not prevented from having different empires chasing different techs either, since each empire now has *more* specialisation available
Not each empire, by default you will only be able to roll expertise traits on your single Research Head and Ruler(who does have a massive pool of other traits to dilute your odds), you can acquire more Council slots that can be filled with Researchers only with the DLC and only with certain other Civics(mostly from other DLC). This means on higher difficulties and Crisis multipliers you are almost forced to build only Voidcraft Engineering Head's of Research since not having Cruisers and Battleships in a timely manner will lose you the game, leaving you with only one slot to play around with.

At the end of the day, I don't really care that this particular method(moving Researchers back and forth from Head to Science ship) of manipulating the Tech tree was reduced, just that there is nothing to replace it, and all the reasons I used to do it(ensuring I get important techs while they are relevant) are still there, namely the absurd importance of Engineering techs and how they are all vying for my limited tech draws. If they added a policy for each branch of Research that did the same thing passively with a 2-5year cooldown or something like it without the "horrible macro" that would be great, but neutering it and telling me it's so I don't have to care about as many Researchers, when the reason I care so much about this still exists is just odd.

It seems to me this change is just so we don't have 5 Council spots + 3 Heads of Research all stacking +% Research, and nothing to do with number of Leaders to care about or removing our tech tree manipulation. There were other ways to reduce this power creep.
 
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There is a lot of animosity in this thread.

So, planetary governors. Making it so sector governor's traits don't matter at all doesn't feel right. For example, I got a star system (three stars, each with a planetary system) that is rich in minerals and has several habitable planets. I set up sector capital there due to three mining worlds and several mining habitats being needed. In this case, one extractor optimizes star system as a whole (there are a couple of worlds in that sector that don't have specialization right, so governor works mainly on capital system there). Under new management, I will need an extractor for every colony inside the same star system, which would be unnecessary micromanagement, because each habitat's governor would be wasted..
The problem is and has always been that its virtually impossible to build a sector with similar planets in Stellaris. Its a 1 in a million chance that you happen to find several good Mining planets and they all happen to be in the same sector. Theres no way for the devs to spawn planets like that in the galaxy generator, and even if they did they cannot predict your sector or empire borders ahead of time. The best they have done in the past is occasionally spawn unique systems which have multiple preset planets, but thats obviously not a realistic solution. This meant that defacto people just set a governor to what ever happened to be the most prevalent in a given sector, and all his bonuses were lost on all the other planets which happened to be there. This solution actually makes it so people can actually use specialized governors for a purpose, and if you promote him, guess what, his skill gives an overall bonus to all the planets in your sector. Everyone complaining about this change isn't acknowledging that this has been the frustrating status quo for years now and this is a compromise change meant to somewhat pacify everyone. Furthermore, the total bonus youre complaining about loosing would have amounted to about 10 or 20 extra goods a month, not thousands, so its really not going to impact you that much anyway, but if you really want that bonus than just give your planet the special governor and boom your problem is solved.
 
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