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Stellaris Dev Diary #307 - Leader Experiments

Happy Thursday!

This week we’re looking at another of our Summer Experiments, though this one unfortunately didn’t work out as well as we had hoped.

Class-based leader limits.

Why are you looking at this?​

Galactic Paragons reintroduced a limit to the number of leaders you could recruit at one time, and while it was a soft cap that you could exceed, experience gains were reduced and once you hit twice the cap, all leader experience gain stopped. In subsequent patches, we relaxed some of the numbers and added more ways to increase the cap, but it’s still a rather unpopular system that could use some work.

Currently, the presence of a less valuable leader (like a General) takes up the same “space” as something like a Scientist or Admiral, which leads to some unsatisfying gameplay decisions.

I mentioned a few things we were planning on looking at back in Dev Diary #302, along with some of the issues we expected to run into.

So what did you try?​

During our experiments we added the ability to have individual leader caps by class, so that General mentioned above would use up General capacity, but Scientists would be governed by their own limit. “Over cap” effects would likewise be per-class, so if you had too many Admirals, their progression would slow, but other leader classes would be unaffected.

We also experimented with retaining “wild-card” capacity, so you could always get a few over before starting to run into penalties.

Why didn’t it work?​

This experiment largely failed due to UX issues. Stellaris isn’t always the easiest game to parse information from, but this turned out diabolically bad and difficult to fix.

The information transfer is made even harder by Envoys acting as their own “special version” that have their own capacity but behave entirely differently from all of the other leaders.

It says we have 1 leader out of 3, but we actually have 4 out of 5-8. Oh no.
1/1 Admirals, 0/1 Generals, 1/2 Scientists, 2/1 Governors, 0/3 Envoys (but actually 3 Envoys, 0 of which are being used), plus the Wildcards

This could possibly have been shown as something like 1/0/1/2 (+2) | (3), but that’s very confusing.

Five different leader types plus the wildcard was too difficult to explain clearly in the top bar (where the limited space is a major issue) and even in the expanded space available in tooltips.

After several variants and some UX design time, we deemed this variant a failure. We could have continued spending time refining this - but decided that we’d rather pursue a greater rework that we’re hoping to release alongside the 3.10 update. (Custodian initiatives do not generally have hard release dates - if it’s not ready by 3.10 freeze, it’ll move out to 3.11.)

I’ll go into full details after Caelum is released, but the quick summary involves consolidating the five leader classes down to three (Commanders, Diplomats, and Scientists) and reworking how Envoys are used. (As they would be merged into the Diplomat class.)

Commanders, Diplomats, and Scientists

Yes, we've had one, yes, but what about second leader rework?

Until then, we’re planning on making some adjustments to the over-cap formulas to reduce their negative effects until the greater rework is ready.

Tell us about Caelum then!​

Like the Stellaris 3.1 ‘Lem’ update, 3.9 ‘Caelum’ has a lot of general improvements scattered across a great number of game systems.

Common Ground and Hegemony are getting some improvements:
  • Your starting federation members no longer own your immediately neighboring systems, allowing both you and them some room for early expansion.
  • The Federation now starts with 0 Cohesion (instead of -100) and halfway to Level 2 (600 XP instead of 0 XP).
  • The requirements for the Origins have been relaxed to allow non-genocidal Hive-Minds and Machine Intelligences to take them. This also allows your AI federation members to occasionally spawn as Hive-Minds or Machine Intelligences.

Common Ground's Federation starting state

We also have some balance changes done for Archaeotechs:
  • Halved the energy upkeep of the Facility of Archaeostudies.
  • Added the Archaeotech Focus admiral trait, which grants increased damage and fire rate with Archaeotech weapons.
  • Decreased the research speed and draw weight for Archaeotech from the Expertise trait, but made it reduce the Minor Artifact cost for ship components.
  • The starting head of research for Remnants empires now has the Expertise: Archaeostudies trait.
  • The Archaeoengineers AP now reduces Minor Artifact cost for ship components by 10%
  • Increased the range of Macro Batteries by 50%.

Expertise: Archaeostudies
Archaeotech Focus

Next week…​

Here are some things that we’ll be talking about in the next few weeks:

Pixelated Collage of lots of tooltips that I figure you'll have deciphered by the end of the day.

We’ll reveal all of these, and more.

We’ll be starting with all the improvements to the Lithoids Species Pack, that are intended on bringing it up to the level of the others..

See you then!
 
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Thanks for this! Consolidating the leader types down sounds like a good way to go. I look forward to seeing where the system ends up.
 
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The starting head of research for Remnants empires now has the Expertise: Archaeostudies trait.
does this mean that remnants + technocracy will have a leader starting with 2 expertise or will it take up technocracy expires slot?
archeotechs still feel expensive for little to no bonus vs normal components but these changes will atleast allow some niche application to be more viable (shields for non a slot hardening or the missiles)
 
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Common Ground and Hegemony are getting some improvements:
  • Your starting federation members no longer own your immediately neighboring systems, allowing both you and them some room for early expansion.
  • The Federation now starts with 0 Cohesion (instead of -100) and halfway to Level 2 (600 XP instead of 0 XP).
  • The requirements for the Origins have been relaxed to allow non-genocidal Hive-Minds and Machine Intelligences to take them. This also allows your AI federation members to occasionally spawn as Hive-Minds or Machine Intelligences.

1690802912411.png
This is neat, but with regards to federation gameplay, I'd also appreciate a way to change federation type without losing all federation XP. It seems odd to have to start completely from scratch, even as a nearly maxed-out federation.

Maybe instead of losing all federation XP, make the federation lose something like 65% of it?
 
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"I’ll go into full details after Caelum is released, but the quick summary involves consolidating the five leader classes down to three (Commanders, Diplomats, and Scientists) and reworking how Envoys are used. (As they would be merged into the Diplomat class.)"

Finally, its was long overdue to combine admirals and generals. If envoys are merged into diplomats, does that mean they will be full leaders now?
 
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im hoping they have realised that generals are useless to the game and ignored and hated by majority of players.. so not sure why even integrate them into commanders?.. are we still having the reknown generals traits or are they being converted/multi bonuses? ... getting generals in renown slots feels bad as i always auto reject them . i usually want scientists besides the salvager one he kinda useless and bad.. and i want the admirals.. occasionaly a governor is good?.. not a fan of the governors that nerf pop growth since thats very important ...
add commandos to transport fleets have them buffed by commanders/traditions/techs
add spies to game for spy networks have them buffed by same things?
then i would say have the envoys affected by the diplomats/trad/techs...
i also hope you will be addressing the exploits of the +32 minerals etc traits on leaders.. they very bad for the game balance
 
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Commanders, Diplomats, and Scientists? This isn't going to end with your Emperor getting his ass off the throne and going to the front lines of every conflict, is it?
 
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on weapon balance.. i like how u are seeing the archaeo weapons are too expensive and need help as some of them are really badly balanced and not used as at all.. adding some traits and stuff in this area is really good, but i hope in long term you look at weapons that are now terrible in armour meta and bonuses like -75% cripple weapons in unfavourable metas.. i would much prefer weapons had more interesting and varied bonuses too make them worth using over does it have massive nerf in current meta or not? .. and also i have a thread on making unique event weapons actually worth using and add 'unique' traits too them or how they play.. most of these are currently terrible in the game and unused.
 
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Commanders, Diplomats, Scientists. Which class do Governors belong?
Diplomats probably. One of the special leaders in Paragons is a Governor with diplomat traits/backstory.

As for the pixelated image, new traits? An agenda that give progress towards... Cruisers? Idk, I'm just squinting at it, the name looks short enough. Probably a teaser image for Diplomats. And a new origin? I'll see how close I was next week.
 
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Commanders, Diplomats, Scientists. Which class do Governors belong?

Governors will be part of the Diplomat class, but I've been experimenting with letting any of the three govern a planet or sector in different ways.

Probably a teaser image for Diplomats.

Leader Consolidation is on a longer timeframe, everything in that image is 3.9.
 
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Governors will be part of the Diplomat class, but I've been experimenting with letting any of the three govern a planet or sector in different ways.
Please consider keeping the governor name, or using another name. Diplomats/envoys aren’t that interesting and add a lot of needless micro when compared to before Stellaris 2.6. They could be removed and replaced by the ruler, which is what happens with most countries in real life.
 
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may i suggest the use of elastic titles for leaders? when put as improving\harming relationship described as "ambasador" , when building spy networks to be called something like " head of intelligence " , commanders be called admirals and generals while leading fleets or armies , governors could have different titles even based on civics for example governors in a noble society could be called "Duke" when leading a sector or "count" when leading a planet .. etc.. etc...
 
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