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Alan Kraskow

Recruit
1 Badges
May 7, 2025
7
1
  • Majesty 2 Collection
Description
As the title says, the civic doesn't give 2 leader skills to already hired commander and ruler commander. But it does give them to commanders available for hire.

Game Version
4.0.21

What version do you use?
Steam

What expansions do you have installed?


Do you have mods enabled?

No

Please explain your issue is in as much detail as possible.
Seems like the modifier in the civic script commander_initial_skill = 2 doesn't work on already hired commander and ruler after the start of the game. This bug is present in game since patch 4.0.15 or maybe even earlier.
What's interesting both commanders (including ruler) start at level 3 but without trait picks.
Steps to reproduce the issue.


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File(s) attached
 
Last edited:
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Here is my solution for this problem. In the file "C:\Program Files (x86)\Steam\steamapps\common\Stellaris\events\game_start.txt" you need to add these stings in the end of the "game_start.71" event:
Code:
        every_owned_leader = {
            if = {
                limit = {
                    NOR = {
                        is_councilor_type = councilor_gestalt_cognitive
                        is_councilor_type = councilor_gestalt_regulatory
                        is_councilor_type = councilor_gestalt_growth
                        is_councilor_type = councilor_gestalt_legion
                    }
                }
                if = {
                    limit = {
                        has_trait = leader_trait_legendary_leader
                    }
                    set_skill = 4
                }
                else = {
                    set_skill = 1
                }
                add_skill_without_trait_selection = owner.modifier:leader_initial_skill
                switch = {
                    trigger = leader_class
                    commander = {
                        add_skill_without_trait_selection = owner.modifier:commander_initial_skill
                    }
                    official = {
                        add_skill_without_trait_selection = owner.modifier:official_initial_skill
                    }
                    scientist = {
                        add_skill_without_trait_selection = owner.modifier:scientist_initial_skill
                    }
                }
            }
        }
1753097966041.png
 
Here is my solution for this problem. In the file "C:\Program Files (x86)\Steam\steamapps\common\Stellaris\events\game_start.txt" you need to add these stings in the end of the "game_start.71" event:
Code:
        every_owned_leader = {
            if = {
                limit = {
                    NOR = {
                        is_councilor_type = councilor_gestalt_cognitive
                        is_councilor_type = councilor_gestalt_regulatory
                        is_councilor_type = councilor_gestalt_growth
                        is_councilor_type = councilor_gestalt_legion
                    }
                }
                if = {
                    limit = {
                        has_trait = leader_trait_legendary_leader
                    }
                    set_skill = 4
                }
                else = {
                    set_skill = 1
                }
                add_skill_without_trait_selection = owner.modifier:leader_initial_skill
                switch = {
                    trigger = leader_class
                    commander = {
                        add_skill_without_trait_selection = owner.modifier:commander_initial_skill
                    }
                    official = {
                        add_skill_without_trait_selection = owner.modifier:official_initial_skill
                    }
                    scientist = {
                        add_skill_without_trait_selection = owner.modifier:scientist_initial_skill
                    }
                }
            }
        }
Could you plz upload the adjusted "game_start" file? I added these lines but it's not working.
 
Of course, you need to start a new game after applying these changes. For now there still is a problem with Technocracy minister of state leader and Broken Shackles origin.
 

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  • game_start.txt
    69,5 KB · Views: 0
This one is much better. Now I edited "leader.110" event in the file "C:\Program Files (x86)\Steam\steamapps\common\Stellaris\events\leader_events_2.txt" instead. This code at the beginning of the "immediate = {" block of this event should fix all the problems with starting traits for leaders of any civics and origins. I hope so)

Code:
        every_owned_leader = {
            if = {
                limit = {
                    num_traits = 0
                }
                add_trait = {
                    trait = random_common
                    show_message = no
                }
            }
          
            if = {
                limit = {
                    NOR = {
                        is_councilor_type = councilor_gestalt_cognitive
                        is_councilor_type = councilor_gestalt_regulatory
                        is_councilor_type = councilor_gestalt_growth
                        is_councilor_type = councilor_gestalt_legion
                    }
                }
                if = {
                    limit = {
                        has_trait = leader_trait_legendary_leader
                    }
                    set_skill = 4
                }
                else = {
                    set_skill = 1
                }
                add_skill_without_trait_selection = owner.modifier:leader_initial_skill
                switch = {
                    trigger = leader_class
                    commander = {
                        add_skill_without_trait_selection = owner.modifier:commander_initial_skill
                    }
                    official = {
                        add_skill_without_trait_selection = owner.modifier:official_initial_skill
                    }
                    scientist = {
                        add_skill_without_trait_selection = owner.modifier:scientist_initial_skill
                    }
                }
            }
        }
 

Attachments

  • leader_events_2.txt
    20,5 KB · Views: 0
During testing this fix I found one more issue: the game silently kills your minister of state official leader if you start it with the Technocracy civic and the Broken Shackles origin. To prevent this we need to add the string "is_councilor = no" into the section "set_starting_governor_effect = {" of the file "C:\Program Files (x86)\Steam\steamapps\common\Stellaris\common\scripted_effects\paragon_effects.txt":
1753172892233.png
 
Tested the fix with Under One Ruler commander, it gave me one basic skill and one extra veteran skill while using distinguished admiralty, also the starting commander that isnt the ruler has 2 starting traits, which as of 4.0.14 gives 3 to the ruler basic skills to the ruler and commander when using the civic. Tested it on 4.0.22 beta
 
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Tested the fix with Under One Ruler commander, it gave me one basic skill and one extra veteran skill while using distinguished admiralty, also the starting commander that isnt the ruler has 2 starting traits, which as of 4.0.14 gives 3 to the ruler basic skills to the ruler and commander when using the civic. Tested it on 4.0.22 beta
First image is with just visual mods, and second was in 4.0.14 for reference. By the way thank you all for working on this, its been bothering a lot of people and Paradox hasnt stepped in.
Screenshot 2025-07-22 013414.png
Screenshot 2025-07-19 202440.png
 
  • 1Like
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Can you test only the "leader.110" event's changes without any other mods? Because when I started a new game (4.0.21) with "Under One Rule" origin" and "Distinguished Admiralty" + "Vaults of Knowledge" civics, I got exactly what I expected: 1 additional trait option for all leaders, 2 for admirals and 3 for the luminary ruler.

1753177389972.png
 
Give me a sec I will do it in my partners computer, I will do 4.0.14 and 4.0.22 without your codes and with your codes, will do the same civics and origins too, Wont add the technocracy fix since we dont use it at least for now, since I am doing it quickly, give me like 10
Can you test only the "leader.110" event's changes without any other mods? Because when I started a new game (4.0.21) with "Under One Rule" origin" and "Distinguished Admiralty" + "Vaults of Knowledge" civics, I got exactly what I expected: 1 additional trait option for all leaders, 2 for admirals and 3 for the luminary ruler.

 
  • 1Like
Reactions: