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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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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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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
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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 "leader = { 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":
1753197310766.png
 
Last edited:
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
 
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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.

 
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In my opinion, it works now: +5 trait choices for the 6 level leader and +2 for the 3 level leader. What do you think?
I mean it is doing something, but it isnt an actual fix I am still appreciative though. from my images you should see it should be 6 traits for an under one rule ruler commander and 3 for the starting commander when you have distinguished admiralty, 3 of the points from the 6 of the under one rule ruler should be basic skills, it instead goes into veteran traits after one basic skill and the starting commander has only 2 instead of 3 like versions before 4.0.14. its something but there is definitely some code in the versions after 4.0.14 that have broken skill points that hasnt been fixed. Thank you though for trying, its more than paradox has
 
Here is the leaders' traits progression from Stellaris Wiki:
1753182799637.png

Without additional traits from civics, origin and traditions the number of leader's traits traits is equal to its level. At first level every leader gets random common trait, for the ruler we are able to chose it. Every commander with "Distinguished Admiralty" civic has 3 levels from the start, one random common trait and with my fix gets two trait options for choosing. The luminary ruler of "Under One Rule" origin is able to have special veteran traits from the start (one positive or two positives and one negative), this leader also starts at level 4. So the luminary ruler of the commander class with "Distinguished Admiralty" civic starts at level 6, and my fix should grand him 5 trait options for choosing. This fix doesn't affect, what traits you can choose.

If you want to be able to choose starting traits for all leaders, it's possible, but not intended.
 
Here is the leaders' traits progression from Stellaris Wiki:

Without additional traits from civics, origin and traditions the number of leader's traits traits is equal to its level. At first level every leader gets random common trait, for the ruler we are able to chose it. Every commander with "Distinguished Admiralty" civic has 3 levels from the start, one random common trait and with my fix gets two trait options for choosing. The luminary ruler of "Under One Rule" origin is able to have special veteran traits from the start (one positive or two positives and one negative), this leader also starts at level 4. So the luminary ruler of the commander class with "Distinguished Admiralty" civic starts at level 6, and my fix should grand him 5 trait options for choosing. This fix doesn't affect, what traits you can choose.

If you want to be able to choose starting traits for all leaders, it's possible, but not intended.
Then yeah, for some reason, and I assume you yourself can test it, if you go into 4.0.14 or as of 4.10 as far as I remember since I did some quick test on that version, when having distinguished admiralty, it gives the under one ruler commander type ruler one additional basic trait and one additional trait to the starting commander, I did think that was weird too but nonetheless that’s how it has been. Moving on from that though, if you don’t mind testing it on 4.0.22 with your codes, while it does let you pick basic traits, it only lets you pick one basic trait, even using the progression of traits you sent, it gives an additional veteran trait rather than a basic trait, I tested it without mods too. It went class type, which it shouldn’t but doesnt really matter, basic trait choice, jumps to veteran choice, repeat 2 more times. Resulting in one class, 1 basic skill, 3 veteran skills. As per the progression you showed, it should be 2 basic, one class, and 2 veteran. Thats why I am bringing it up to you. Sorry if I said it rudely, I am sick so brain isn’t the best right now.
 
First of all, you wasn't rude at all, and I really appreciate your help!

"Distinguished Admiralty" civic shouldn't give additional non-selectable traits, only +2 starting levels.
1753184537307.png
I don't know how it works in 4.0.14 or 4.0.22, I use only 4.0.21 now. The event "leader.110", which I suggested to edit, gives to leaders additional traits from civics and origins, and there is nothing about "Distinguished Admiralty" civic.

In all my tests on 4.0.21 with this fix only (you have discarded previous changes of the "game_start.txt", have you?) I got as many trait choices for every leader, as its level minus one. And I think, that was intended.