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MarkDey

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Mar 18, 2002
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Description
[3.3.0 Beta (b02d)] Scientists never seem to acquire traits when leveling up

Game Version
[3.3.0 Beta (b02d)]

What version do you use?
Steam

What expansions do you have installed?
None

Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
Playing with up to 8 scientists over 40 game years, with each scientist being level 4 to 6, I would have expected to receive at least one trait from leveling up. Instead, I've only received additional traits that were granted from anomalies. I did have a governor gain a trait when reaching level 2, but nothing for the scientists. I read that scientists doing research are now eligible for gaining traits, so perhaps the odds were reduced overall.

Steps to reproduce the issue.
Play the game with multiple active scientists.

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One thing to keep in mind: The event that allows leaders to gain a trait can only fire if the leader in question has less than 3 traits.
Another important thing is that Scientists and Admirals have only a 10% chance, while other leaders have a 20% chance instead.

And the last thing is that technically, it is possible for a leader to never gain a trait from that system, for multiple reasons:

The simplest one is lack of luck: you roll the "no new trait" outcome.
The other one is that you do get the "get a new trait" outcome, but then the system rolls a trait that is incompatible with a trait the leader already has, so the leader does not get the new trait, but the game still counts it as if the leader did receive a new trait.

This is important, because this event the "get a new trait" outcome can only happen once per leader, so that means this leader would never receive a new trait through that event.
 
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One thing to keep in mind: The event that allows leaders to gain a trait can only fire if the leader in question has less than 3 traits.
Another important thing is that Scientists and Admirals have only a 10% chance, while other leaders have a 20% chance instead.

And the last thing is that technically, it is possible for a leader to never gain a trait from that system, for multiple reasons:

The simplest one is lack of luck: you roll the "no new trait" outcome.
The other one is that you do get the "get a new trait" outcome, but then the system rolls a trait that is incompatible with a trait the leader already has, so the leader does not get the new trait, but the game still counts it as if the leader did receive a new trait.

This is important, because this event the "get a new trait" outcome can only happen once per leader, so that means this leader would never receive a new trait through that event.
Agreed, thanks! I'm not convinced that I have a bug, but the odds seem to be against it, which is why I wanted to see if anyone else had games where their scientists *did* gain traits when leveling up.
 
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Hm! And a related post from the Feedback Megathread seems to confirm that there is some sort of problem.

You're correct, leaders still can't gain traits on level up. The code preventing research leaders from gaining traits was removed from the add_random_leader_trait scripted effect but not from leader event id = leader.20 which calls it.
 
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To be more specific, here's the gatekeeper event from Stellaris/events/leader_events_1.txt:

Code:
#### LEADER LEVEL UP EVENTS ####
#Gatekeeper fired from on_action on_leader_level_up
country_event = {
    id = leader.20
    hide_window = yes
    is_triggered_only = yes
    immediate = {
        from = {
            if = {
                limit = {
                    leader_class = scientist
                    num_traits < 3
                    NOR = {
                        has_leader_flag = has_gained_level_trait
                        is_researching_area = society
                        is_researching_area = engineering
                        is_researching_area = physics
                    }
                }
                random_list = {
                    90 = { }
                    10 = {
                        modifier = {
                            factor = 1.5
                            has_level = 3
                        }
                        modifier = {
                            factor = 2.5
                            has_level = 4
                        }
                        modifier = {
                            factor = 5
                            has_level > 4
                        }
                        add_random_leader_trait = yes
                        set_leader_flag = has_gained_level_trait
                    }
                }
            }

That NOR block needs to be cut down to just the has_leader_flag = has_gained_level_trait line, removing all the is_researching_area ones (so it becomes a NOT instead of a NOR).
 
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Hm! And a related post from the Feedback Megathread seems to confirm that there is some sort of problem.

That NOR block needs to be cut down to just the has_leader_flag = has_gained_level_trait line, removing all the is_researching_area ones (so it becomes a NOT instead of a NOR).
Indeed, my bad. I'm still going through it to see if there's something else not working as intended.
 
Hi thank you for your report
We are aware of the issue, it has already been added to our bug database.
 
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