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Mcgan

Lt. General
18 Badges
Mar 19, 2020
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  • Crusader Kings III: Royal Edition
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Stellaris: Distant Stars
  • Stellaris: Synthetic Dawn
  • Stellaris: Leviathans Story Pack
  • Stellaris: Apocalypse
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • Stellaris: Nemesis
  • Stellaris: Humanoids Species Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Lithoids
  • Stellaris: Necroids
Ever got annoyed about the mess surrounding leaders? No? Lucky you.

This mod fixes a certain amount of anomalies concerning leaders, such as:

- Robotic leaders getting organic traits such as "Substance Abuser" (decreases life expectancy when they don't have any).​
- Gestalt Governors getting the "Righteous" or "Corrupt" traits, even though both affect Crime, and Gestalt only have Deviancy.​
- Admirals can get the "Trickster" trait even when using the "No Retreat" War Doctrine, making it useless.​
- "Serviles" and "Nerve Stapled" species being able to become leaders, even though both traits state they should not be able too.​
- "Serviles" and "Nerve Stapled" can get traits which suppose that they are intelligent or capable leaders...​
- "Uplifted" species traits pretending to improve leaders by giving them new traits, which don't even exist!​
- Robotic Admirals can't get the "Restore Point" trait because of a mistake in the trigger. This trait gives the admiral a 70% chance to be restored at the command of a leaderless fleet 30 days after "death".​


It also improves a few things, although that's a minor part:

- Tweaked agendas, hopefully improving their coherence.​
- Very high level leaders (level 8 and higher) are even more likely to gain new traits if they still have less than 3.​
- Trait distribution for leaders is somewhat impacted by species traits, empire ethics or civics.​
- Adds a "Restrained" trait exclusive to Rogue Servitors (Machine Intelligences do not have access to the original trait, and only Rogue Servitors would care, right?)​
- Synth Ascended Empires are 50% less likely to have their Synth leaders suffer a malfunction. This is to compensate the fact that they don't get access to the tradition "Self-Preservation Protocols", which is for Machine Intelligences only.​
- "Transcendent Learning" now makes your leaders immune to getting bad traits through leveling up event (they can still get bad traits from other events)​

Transcendent_Learning.jpg

Only supports English at the moment, but works for all languages.


Compatibility:
Since it doesn't seem possible to just edit traits, I had to override those files.​
So this will conflict with most mods that affect existing traits.​
Also agendas.​


INSTALLATION:

Extract the content of the archive to: "C:\Users\YOURUSERNAME\Documents\Paradox Interactive\Stellaris\mod" but be sure to replace "YOURUSERNAME" by... well, your username.
If you can't extract it, install 7-zip, it's free and pretty awesome: https://www.7-zip.org/ (use one of the first 2 "Download" links at the top, choose 32-bit if you have no idea what 32/64 bit means)

Then start the Paradox Launcher, click on "Playsets" on the left, "ADD MORE MODS" on the right, select the mod and click "ADD x TO PLAYSET" bottom left.

Make sure the mod is enabled, and that you've selected the right playset before starting the game. You can see that right below the RESUME | PLAY buttons.

If you believe you are using a mod that will conflict, place the mod you care more about below the other in the load order. Might generate ridiculous situations though.


The mod will work both for existing games and new games. Already generated leaders will not be changed, so you might not see the full effect immediately.
 

Attachments

  • Fixed and Improved Leaders v1.1.7z
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Small Update (See OP):

- Made some changes to the probability of acquiring the dreaded "Arrested Development" trait:​
Now leaders can't get this trait before level 3, are 50% less likely to get it before level 5, but more likely to get it starting at level 7.​
Erudite and Psionic species can never get it.​
Latent Psionics and Cyborgs are 50% less likely to get it.​
Other traits relating to intelligence further decrease the risk of getting that awful trait.​
- Made some tweaks so very high level leaders are even more likely to gain new traits if they still have less than 3.​
- Fixed a few things related to the "Restore Point" trait. It works!​
- Added some tweaks to agendas, hopefully improving their coherence.​
- And a few more things...​