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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

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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.


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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.

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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.)
 
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attacking defensive structures such as Starbases are the General’s forte

So, generals will get a bonus for attacking starbases... but currently we cannot assign generals to space fleets. Does this mean taking over an enemy starbase will also change to involve a ground force assault? Or am I reading too much into this?
 
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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.
with steps like this and this late we won't arrive in the right direction for another year or two
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.
its more of a main advantage, with agendas themselves being better than normal empire's equivalents, so thats why i say 1 councilor won't make a difference, because gestalts would still have more agendas on top of those strengths
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
well, new resource traits looked promising, but again, i want to see them in action first, tier 1 trait gave 2 jobs, if devs preserved proportions, it will be 8 jobs per tier 2 trait, thats 24 jobs per 3 planets, a lot of time and minerals saved
 
well, new resource traits looked promising, but again, i want to see them in action first, tier 1 trait gave 2 jobs, if devs preserved proportions, it will be 8 jobs per tier 2 trait, thats 24 jobs per 3 planets, a lot of time and minerals saved
who says they'll keep the proportions? those proportions were added because the non-Scavenger resource traits scaled very poorly, now that they give jobs, jobs themselves scale
 
I would like that now that those sent to the GC are real leaders, the members of the Galactic Council would become said leaders with bonuses in the form of a specific trait and not just a general modification for the entire empire. Likewise for the Custodian and the Emperor.
That said, it would be interesting to have a screen to see the current member leaders of the galactic/imperial council as well as the custodian/emperor. This would open the possibility of more interesting and democratic election systems; greater weight for the leaders who would now hold royal positions and their deaths would weigh even more.
There is also the option of adding an espionage operation to assassinate leaders, making it much more important to protect against this type of operation if we do not want our envoy in the GC, our council member, or, at worst, to be assassinated. the cases to the Custos/Emperor himself. Although in the case of the emperor, instead of being free, he is placed, he simply goes to the next in the line of succession. But imagine what the fact that the emperor is assassinated and that now in his place is a leader of lower level than the previous one can affect the imperial authority!
 
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So, generals will get a bonus for attacking starbases... but currently we cannot assign generals to space fleets. Does this mean taking over an enemy starbase will also change to involve a ground force assault? Or am I reading too much into this?

Yeah, you're overthinking a bit. Commanders are just the pure military leader, and you'll be able to assign them to Fleets, Armies, and Planets from the looks like. What they do is dependant on where their assigned.

If you have a Commander with the 'General' Veterancy bonus, they'll get bonuses to defend starbases when in a planet or sector (I'm not certain, but that's how it'll probably work)

And if the General type Commander is assigned to a fleet, than that fleet gets a bonus to attacking starbases.

If its assigned to an army, the army gets bonuses, etc, etc.
 
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Leader caps remain, but are per-class, with any over-cap penalties affecting only the particular leader class that is over.
Ouch. The global leader cap was probably the best part of the new system, for me. I like the strategic choices it introduced. A scientist just died? Well, the exploration phase is mostly over, and my neighbors are looking a bit unfriendly; I can probably fill their space with a commander. Are my navies stronger than the rest of the galaxy's combined? Could probably cut back on commanders and hire more diplomats and scientists to help run things.

I'm worried that now it's just going to be a game of "fill every role to cap", and it's going to make the entire run feel very same-y, decision-wise.
 
If you're reworking leaders, give rulers something to do. While leaders do have an empire to run, it's weird that the running of the empire's capital (which in the beginning of the game is almost the entire empire) is left to someone else. Governors have already been reworked to have sector governors and planetary ones; now that any leader class can act as a governor, it should be fairly easy to have rulers as the automatic governors of the capital sector. A new civic/origin could be created that sort of mirrors the shogunate in Japan, where the ruler is the nominal head of the empire, but the minister of defense is the actual governor of the capital sector (and thus, the one who has control). "Bakufu" if a civic (or maybe "military bureaucracy"), and "under two rules" if an origin (yes, it's terrible. Maybe "military bureaucracy" would be better. Or "administrative military"?).
 
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Ouch. The global leader cap was probably the best part of the new system, for me. I like the strategic choices it introduced. A scientist just died? Well, the exploration phase is mostly over, and my neighbors are looking a bit unfriendly; I can probably fill their space with a commander. Are my navies stronger than the rest of the galaxy's combined? Could probably cut back on commanders and hire more diplomats and scientists to help run things.

I'm worried that now it's just going to be a game of "fill every role to cap", and it's going to make the entire run feel very same-y, decision-wise.

I'm betting on a policy that allows you to raise the cap of one type at the expense of the others, similar to economic or trade policy maybe:

Something like: Civil Service: Reduce your Commander and Scientist Caps by 2 each, and increase your Official Cap by 3
 
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to be clear, I haven't played in a while for tech problems, but my two cents are that gestalts having exactly one possible council is a bit disappointing. could nodes (and also nongestalt councilors) be tied to traditions? I like the idea of nodes somehow differing by the personalty of the collective being.
 
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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 mean, you can always get nobility, if you want
 
Sounds great! Still hoping for a dlc that focuses on internal instability (corruption, uprisings, separatists) that could also elaborate on these leaders. I know some people out there hate this idea, but huge empires should take a lot of skill and a little luck to hold together.

Anyway here are one-word suggestions for alternatives to Advisor:

Treasurer
Bursar
Chamberlain
Chancellor

Even “Planner” would a step up.
 
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Yeah, you're overthinking a bit. Commanders are just the pure military leader, and you'll be able to assign them to Fleets, Armies, and Planets from the looks like. What they do is dependant on where their assigned.

If you have a Commander with the 'General' Veterancy bonus, they'll get bonuses to defend starbases when in a planet or sector (I'm not certain, but that's how it'll probably work)

And if the General type Commander is assigned to a fleet, than that fleet gets a bonus to attacking starbases.

If its assigned to an army, the army gets bonuses, etc, etc.

Yes, I don’t think enough people have internalized that these are veteran classes. You’re going to have a number of commanders leading your fleets who are neither admirals nor generals at first.
 
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I'm just a little bit concerned as to how this is going to effect destiny traits honestly, but this may be unfounded .

It's just that I've been specifically making all my primary leaders of authoritarian empires generals do I can aquire the herald of the empire destiny traits on them, and it's not really clear which veteran class that would fall under. If commissioner gets all effects that are empire wise then it would be that. I just hope it works out that way.
 
Oh yeah will some of the civics and traditions that add Envoys add either officials or delegate bonuses instead? Envoy spam was fine before since you could just stack them in a single place but now that a single Delegate can take care of that i feel that xenophile or pacifists might end with a largely useless army of envoys past a certain point.
usually I find at least some usage for them, always another AI I can spy on, someone I can improve relations with etc...
 
Chamberlain
Chancellor
I like those two!

But what i really would like to see is a rename from "Officials" to "Diplomats". A Official sound more like a minor administrator than a important Envoy or even mouncil member. Diplomats would be much more clear what they are and feel somewhat more important imo.
 
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