• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Stellaris Dev Diary #316 - Leader Consolidation

Hello everybody!

Today we’re going to look at a likely 3.10 feature, some changes that we’ve called the Leader Consolidation.

With leaders becoming more important to your empire following the 3.8 ‘Gemini’ release alongside Galactic Paragons, there were some rough edges leftover and experiences that could be better. Some of the changes we’re implementing during this leader consolidation were things we talked about during the development of Galactic Paragons but decided against for various reasons, or were out of scope at the time, while others are based on data gathered since then and community feedback.

So What’s Changing?​

Some of these names are still being argued over, so are subject to change. Hate one in particular? Let us know. One of us probably hates it too.

leaders_military.png
Admirals and Generals will be merged into the Commander, the Military leader class.

Admiral and General will remain as veteran classes, with the following foci:
  • Admiral - Focuses on Fleets and general naval combat
  • General - Focuses on taking planets and assaulting static defenses - Armies, Planetary Bombardment, Ground Combat, and attacking defensive structures such as Starbases are the General’s forte
  • Commissioner - Focuses on Planetary Governance (Martial Law)
  • Strategist - Focuses on the Council, especially the Minister of Defense position

leaders_administrative.png
The old Governors and some Envoy functions will be merged into Officials, the Administrative leader class.

Their veteran classes will be:
  • Delegate - Focuses on Federations and the Galactic Community
  • Industrialist - Focuses on Planetary Governance (Industry and Development)
  • Ambassador - Council Focus (Diplomacy, Espionage, and First Contact), especially suited for the new Minister of State position
  • Advisor - Council Focus (Economy)
This does give the Officials two council focused subclasses, but the two are different enough that we felt it best to let them specialize accordingly. The Advisor is expected to thrive in some civic based council positions.


leaders_scientific.png
Scientists remain the third, Scientific leader class.

Veteran Classes:
  • Explorer - Focuses on Surveying and Exploration
  • Academic - Focuses on Archaeology and Anomalies
  • Analyst - Focuses on Planetary Governance (Assist Research)
  • Statistician - Focuses on the Council, especially the Minister of Science position

As suggested in last week’s teaser and by some of the above bullet points, “governor” will no longer be a leader class. Instead, a planet or sector can be governed by any leader, regardless of class, with differing effects. For example, instead of being local planetary decisions, placing a Commander in charge of a sector will place the entire sector under Martial Law. (The exact effects of which will be changing somewhat too - we want it to be a reasonable thing to put the military in charge of a newly conquered or disruptive set of planets until the condition stabilizes.) Administrative leaders will have most of the effects of the current governors, and the Assist Research effects will be moving to the Scientific governors.

You will still be able to override a Sector Governor on a specific planet by placing a Planetary Governor there, so your Forge Ecumenopolis could have an Industrialist governor in a sector that is otherwise led by a Scientist.

We’re also doing a major rebalancing of the traits themselves. As part of this, we’re reintroducing some sector-wide traits to governors (though now they’re split across the governing veteran classes), and the traits themselves will clearly show if they’re of sector or planetary scope. Note that a sector-wide governor trait will not apply to a planet that has its own local planetary governor overriding them.

So are Envoys Real Leaders Now?​

Partially.

A single Administrative leader can be assigned to your Federation and another to the Galactic Community (or Empire) like numerous Envoys did in the past. Their level and traits will determine how effective they are at the job instead of cramming every Envoy you can spare into there, making Delegates the optimal candidates for this sort of thing.

The Minister of State position is being added to the base council alongside the military and scientific ministries. This councilor will also have general effects on diplomacy, espionage, and first contact.

1696253245523.png

Ruler, plus one red, one yellow, and one blue council member.

Envoys will remain as they were to represent the Minister of State’s bureaucratic reach, and will continue to handle “minor tasks” such as Improve and Harm Relations, maintaining Espionage spy networks, and First Contact.

What About Leader Caps?​

Leader caps remain, but are per-class, with any over-cap penalties affecting only the particular leader class that is over. Civics, traditions, and other effects that previously increased the generic leader cap will now generally increase the cap for one or more specific classes.

We may end up shifting more of the over-cap penalty over to the upkeep cost of leaders.

What about Gestalt Councils?​

Gestalt Councils currently have a significant advantage in passing agendas in the early game due to having a larger number of councilors. This disparity will be lessened a bit due to the regular empires starting with one additional councilor, and we’re also making council legitimacy (how happy your factions are with your council) affect agenda progress.

Their nodes will get a little bit of a reshuffle to accommodate the various changes, but should otherwise remain generally familiar. We’ll be able to share more details later on during the development cycle.

I’m a Modder, Tell Me Modding Stuff​

We’ll have more details in the release notes, but leader classes are no longer hard-coded and are thus much more moddable in script, so you should theoretically be able to do things like "this leader does research, commands armies, and represents us in the galcom!"

Is that everything?​

Nooooo.

Next on our Custodian “this is not internal politics” agenda is to do a pass on council agendas. Our thought is that agendas should have more impactful results (tangible effects rather than modifiers), and the range of available agendas should be related to the ethics of your active councilors instead of the ethics of your empire.

This is planned for 3.11 ‘[REDACTED]’ at the earliest.

In the longer term, we may want to make greater differentiation between the councils of different authorities - the councils of a Democracy and a Megacorp could feel different from one another, for example.

Next Week​

Next week we’ll boldly go where no dev diary has gone before.

(We're all currently at a staff conference, so dev replies to the diary will be delayed, but we'll make sure to read through all of the comments when we get back.)
 
  • 130Like
  • 47Love
  • 13
  • 2
  • 2
Reactions:
Any planned changes to how sector governors are displayed? I know seeing that big empty silhouette always bothered me haha
It'd be really nice if they could just at least stick the portraits of the 'RECRUIT-ABLE' Leaders in there, but maybe have them slightly transparent, and so if you see one there, you could 'recruit' them into a full leader, or from the list of available ones like normal.
 
  • 4Like
Reactions:
not all planets having governors makes sense to me
only your most important planets need those

like the worlds for basic resources, especially rural worlds, don't need one, they are just little colonies with lacking reputation

granted, you can always use rp to focus said little colonies over your city planets
like agrarian idyll with governors on the farming worlds, but not on the factory ones XD
you know what might be fun? some buildings provide one ruler job. if that was somehow directly involved in or counted as governor of a planet that'd be cool
thinking namely of production center's politician, institutes's head researcher, market's merchant jobs. maybe expand that so the military academy provides a defense coordinator since dread encampment already has necromancers.
 
  • 1
Reactions:
It'd be really nice if they could just at least stick the portraits of the 'RECRUIT-ABLE' Leaders in there, but maybe have them slightly transparent, and so if you see one there, you could 'recruit' them into a full leader, or from the list of available ones like normal.

There would have to be a rebalance of how the leader pool works. Otherwise larger empires would have a much higher number of leaders they can recruit from every five years. But otherwise yeah something to add to the immersion rather than the odd feeling of emptiness would be great
 
There would have to be a rebalance of how the leader pool works. Otherwise larger empires would have a much higher number of leaders they can recruit from every five years. But otherwise yeah something to add to the immersion rather than the odd feeling of emptiness would be great

I mean, if there is a pool limit, than you could just have one of the leaders IN the pool randomly show up in a given portrait maybe?

Otherwise you could do this:

Any Fleet, Army or Planet has a filler position (Envoy) like: applies no stats, but maybe has a portrait and maybe has traits greyed out

The Leader POOL then draws its leaders from the random generator and/or the template leaders listed in the UI boxes

Full Leaders are then chosen from the pool.
 
  • 1Like
Reactions:
So I wanted to write down name tweaks based on the suggestions in this thread. Obviously some people have had the idea of changing the functionality of these guys as well, but I'm not doing that. Just new and hopefully more appropriate names:

Commanders (No changes needed IMO)
AdmiralFleets and Naval combatNo change
GeneralGround combat and starbasesNo change
CommissionerPlanetary Governor (Martial Law mechanic)A little less enthusiastic but still good enough, no change
StrategistCouncil focusLove this one, no change

Officials

Delegate
Emissary / Ambassador
Galactic community focusDelegate feels far too generic. Emissary has the whole deep space 9 thing which scores it points with me.
Industrialist AdministratorPlanetary governanceIndustrialist will clash with a lot of RP/empire vibes. "Architect" or "Chief Architect" would be amazing IMO if this is largely about colony development but obviously we don't know Paradoxes full plans yet.
Ambassador Intelligence DirectorCouncil (Diplomacy, Espionage, First Contact)Ambassador feels odd considering this won't also cover the galcom. Clearly this is about comms/intelligence. (Chief Linguist might be a cool idea but doesn't perfectly match the espionage duties in my opinion)
Advisor
Exchequer / Chief Economist
Council focus (economy)Advisor is ludicrously generic. This is a tricky one because different countries use the same title in very different ways. As a brit my instinct was to go for "Chancellor" but that can mean head of state in some places... I like Exchequer a lot, but again may be too british so I think "Chief Economist" also gets the job done (less flare though!).

Scientists

ExplorerSurveying and exploringI like this, it works. Perhaps could be a "Lead Explorer" to pomp it up a bit.
Academic
Field Director
Archaeology and AnomaliesAcademic feels too generic to me, what we really want is a title for someone going physically out to projects.
Analyst
Collegiate
Planetary Governance (Assist Research)Analyst again feels too generic, could work for all of these categories. Collegiate works best for all the "university" terminology in my opinion.
Statistician
Research Lead (Director, Executive, etc)
Council Focus (Research)"Statistician" feels too lowly to me.

So that's about it. If anyone has even more thoughts/amendments I'd love to hear them!!
 
Last edited:
  • 7Like
  • 2
Reactions:
ah damn. yeah I guess I missed this the firstime:

"Envoys will remain as they were to represent the Minister of State’s bureaucratic reach, and will continue to handle “minor tasks” such as Improve and Harm Relations, maintaining Espionage spy networks, and First Contact."

that's unfortunate. I thought we were rid of envoys finally

I had hoped they would trim their numbers but elevate envoys to real leaders with levels and traits otherwise. But I fear that would have assumed a greater rework of espionage and diplomacy previously. But postponed isn't cancelled.

Another question which crossed my mind: Will we still assign commanders to armies? And/Or will a military governor assume the command of the armies stationed on his planet when invaded?
 
  • 1Like
Reactions:
But I'm hopeful that at least non-gestalt having +1 starting councilors + whatever this faction based system will go a long way to closing the currently massive gap
+1 starting councilor would make no difference because gestalt's councilors superior by themselves as they can fully focus on council traits, same with their leaders, and this legitimacy system, i won't expect anything good of it untill i see it in action
let's not get too hyperbolic here. while I agree with your sentiments regarding the current huge disparity between non-gestalt and gestalt, I think it is clear that devs **DO** understand it and are working to correct it hence:

"Gestalt Councils currently have a significant advantage in passing agendas in the early game due to having a larger number of councilors. This disparity will be lessened a bit due to the regular empires starting with one additional councilor, and we’re also making council legitimacy (how happy your factions are with your council) affect agenda progress."

Like that statement says it all. They are clearly aware of the advantage gestalt has and are working to fix it.
Why you assume i didn't read this or somehow missed it while quoting it? This disparity exists for a while now and was only growing all this time, gestalts get advantage from a lot more things than faster early agendas, and the fact that all we get is 1 councilor and unknown mechanic after all this time only says that devs don't understand full extend of an issue
 
  • 1
Reactions:
So will Assist research still be an action taken by crewed science ships? Or will the act of a a scientist governing be the new 'assist research' function?

Not sure if anyone else answered you, but I'm 90% sure that it will no longer be an action taken by a crewed science ship and instead only be gained through a scientist governing the planet.

on the upside this potentially means you can assist research an entire sector with one science governor on the sector capital
 
  • 2Like
  • 1
Reactions:
I had hoped they would trim their numbers but elevate envoys to real leaders with levels and traits otherwise. But I fear that would have assumed a greater rework of espionage and diplomacy previously. But postponed isn't cancelled.

Another question which crossed my mind: Will we still assign commanders to armies? And/Or will a military governor assume the command of the armies stationed on his planet when invaded?
I wanted one leader per foreign empire and firstcontact assignments would carry over to said nation if applicable
so your ambassador would be how you coordinate relations and/or conduct intelligence. one official per contact

improving/degrading relations and embassies would require an assigned official, but not insults, war, gurantees etc
 
you know what might be fun? some buildings provide one ruler job. if that was somehow directly involved in or counted as governor of a planet that'd be cool
thinking namely of production center's politician, institutes's head researcher, market's merchant jobs. maybe expand that so the military academy provides a defense coordinator since dread encampment already has necromancers.
I could see this with empire unique buildings like the embassy complex, otherwise the leader cap could be made irrelevant way to easy.
 
Not sure if anyone else answered you, but I'm 90% sure that it will no longer be an action taken by a crewed science ship and instead only be gained through a scientist governing the planet.

on the upside this potentially means you can assist research an entire sector with one science governor on the sector capital

Makes sense since scientists can now BE governors; assist research was always just a way to put your scientists to use once they're done surveying.

On the flip side, I hope they find a way to introduce anomolies/archeology sites later into the game.

It'd be cool if they had some 'deep space' mission you could send survey ships into to get research after you've explored the galaxy.
 
  • 3Like
  • 2
Reactions:
Archaeology-specialized scientists should have governor-like skills increasing the output of worlds with archaeological sites. Scientists shouldn't have multiple specializations that are obsolete beyond the initial exploration phase.
 
  • 4Like
  • 3
Reactions:
+1 starting councilor would make no difference because gestalt's councilors superior by themselves as they can fully focus on council traits, same with their leaders, and this legitimacy system, i won't expect anything good of it untill i see it in action

Why you assume i didn't read this or somehow missed it while quoting it? This disparity exists for a while now and was only growing all this time, gestalts get advantage from a lot more things than faster early agendas, and the fact that all we get is 1 councilor and unknown mechanic after all this time only says that devs don't understand full extend of an issue

your first statement just isn't true. +1 starting councilor *will* make some difference. perhaps not the full difference you seem to desire, but you can not deny that this change is a step in the right direction. it will halve the current advantage in councilor positions that gestalt has over non-gestalt and thereby also halve the agenda speed advantage.

while I would also like to see this playing field completely leveled, again, this is a step in the right direction.

I agree with you that it is not a full solution and as you say gestalt do have the additional advantage of having only council traits on councilors and vice versa on leaders.

the coming change to resource leaders is also more of a nerf to gestalt because as you say gestalt had an easier time getting the resource traits in the past because of their superior leader system. so gestalt will feel this change more than non-gestalt as well

again, I don't think this is a full solution, but it is a good step in the right direction and will somewhat close the gap between gestalt and non-gestalt
 
  • 1Like
Reactions:
Makes sense since scientists can now BE governors; assist research was always just a way to put your scientists to use once they're done surveying.

On the flip side, I hope they find a way to introduce anomolies/archeology sites later into the game.

It'd be cool if they had some 'deep space' mission you could send survey ships into to get research after you've explored the galaxy.

you're definitely not alone in the sentiment that Exploration, Anomaly, and Archaeology focused scientists are pretty useless in the mid game and almost completely useless in the late game

I guess Assist Cloak Detection is maybe something they could be good for? but honestly, probably just fire them and save the upkeep
 
  • 1Like
Reactions:
So I wanted to write down name tweaks based on the suggestions in this thread. Obviously some people have had the idea of changing the functionality of these guys as well, but I'm not doing that. Just new and hopefully more appropriate names:

Commanders (No changes needed IMO)
AdmiralFleets and Naval combatNo change
GeneralGround combat and starbasesNo change
CommissionerPlanetary Governor (Martial Law mechanic)A little less enthusiastic but still good enough, no change
StrategistCouncil focusLove this one, no change

Officials

Delegate
Emissary / Ambassador
Galactic community focusDelegate feels far too generic. Emissary has the whole deep space 9 thing which scores it points with me.
Industrialist AdministratorPlanetary governanceIndustrialist will clash with a lot of RP/empire vibes. "Architect" or "Chief Architect" would be amazing IMO if this is largely about colony development but obviously we don't know Paradoxes full plans yet.
Ambassador Intelligence DirectorCouncil (Diplomacy, Espionage, First Contact)Ambassador feels odd considering this won't also cover the galcom. Clearly this is about comms/intelligence. (Chief Linguist might be a cool idea but doesn't perfectly match the espionage duties in my opinion)
Advisor
Exchequer / Chief Economist
Council focus (economy)Advisor is ludicrously generic. This is a tricky one because different countries use the same title in very different ways. As a brit my instinct was to go for "Chancellor" but that can mean head of state in some places... I like Exchequer a lot, but again may be too british so I think "Chief Economist" also gets the job done (less flare though!).

Scientists

ExplorerSurveying and exploringI like this, it works. Perhaps could be a "Lead Explorer" to pomp it up a bit.
Academic
Field Director
Archaeology and AnomaliesAcademic feels too generic to me, what we really want is a title for someone going physically out to projects.
Analyst
Collegiate
Planetary Governance (Assist Research)Analyst again feels too generic, could work for all of these categories. Collegiate works best for all the "university" terminology in my opinion.
Statistician
Research Lead (Director, Executive, etc)
Council Focus (Research)"Statistician" feels too lowly to me.

So that's about it. If anyone has even more thoughts/amendments I'd love to hear them!!
Most of these suggestions are bad because they don't meet design requirements.

The devs are going to want to avoid class titles that consist of two words, or which describe a job position rather than a field of expertise. "Intelligence Director", "Chief Economist" or "Research Lead" are job titles that belong in the Council. They are not descriptions of a leader's expertise.

Administrator is also bad for a similar reason - it's already a class of pop jobs. Then again, so is Researcher, and that's currently a veteran leader class. But note that it's not anymore in the revised list.
 
  • 4
Reactions:
I don't think I like the plan to split the leader caps. A lot of the reasons you didn't do it the first time are still true: ui will be messy, etc. I think with the removal of Generals, the big reason to do so has also disappeared.

Split leader caps will also punish leaning into certain leader types. If you want to play a militarist nation then going over your commander cap will disproportioately penalize your commanders. This will reduce customization and flexibility in a relatively meaningful way, now.
 
  • 6
Reactions:
Most of these suggestions are bad because they don't meet design requirements.

The devs are going to want to avoid class titles that consist of two words, or which describe a job position rather than a field of expertise. "Intelligence Director", "Chief Economist" or "Research Lead" are job titles that belong in the Council. They are not descriptions of a leader's expertise.

Administrator is also bad for a similar reason - it's already a class of pop jobs. Then again, so is Researcher, and that's currently a veteran leader class. But note that it's not anymore in the revised list.
Yeah I was thinking about the whole "two words" thing. Honestly they are going to be extremely limited in what they can do if they don't broaden in some way.