Leaders

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This article has been verified for the current PC version (4.0) of the game.
Employed leaders

A leader is a named character that leads a significant part of the empire, as a Commander, Official or Scientist. Leaders can also be appointed to the council in addition to and concurrent with their regular assignments. Leaders can be reassigned at any point unless their ship is missing-in-action. Gestalt consciousness.png Gestalt Consciousness empires use nodes rather than council leaders. The name of a leader can be changed at any time by clicking on it.

Each leader has an ethic, determined by the overall ethics of its species' pops. If the empire has a fanatic ethic the starting ruler will always have that ethic. Leader ethics can affect pop ethics the following ways:

  • If the leader is assigned to the council the empire will gain +10% attraction towards the leader's ethic.
  • If the leader is governing a sector every planet in it that doesn't have a planet governor will gain +25% attraction towards the leader's ethic.
  • If the leader is governing a planet it will gain +50% attraction towards the leader's ethic.

Leader class[edit | edit source]

Leaders are divided into 3 classes that determine their background, possible assignments, council positions, bonuses, experience sources and available traits.

If the Galactic Paragons.png Galactic Paragons DLC is enabled, each class can be further specialized into one of four veteran classes once the leader reaches Skill level 4 skill level 4. If the empire is a Gestalt consciousness.png Gestalt Consciousness, Subclass councilor medium.png councilor veteran classes are exclusively used by gestalt nodes, are automatically assigned to the corresponding node, and have no effects.

Leader class Effects per skill level Galactic Paragons.png Veteran classes
Official
Official
The charismatic speeches of a persuasive Official will strengthen our diplomatic links.
  • Experience gain:
  • +12 per month when ruler
  • +5 per month when on the council
  • +5 per month when not idle (assigned to planet, council, or elsewhere)
  • Assigned planet / sector:
    • Empire sprawl.png −2% Empire size from pops (−1%)
    • Energy Credits.pngMinerals.pngFood.png +2% Basic resources from jobs (+1%)
    • Alloys.pngConsumer goods.png +2% Advanced resources from jobs (+1%)
    • Exotic gases.pngRare crystals.pngVolatile motes.png +2% Strategic resources from jobs (+1%)
  • Assigned to home planet:
    • Amenities.png +200 Amenities
  • Assigned to Galactic Community:
    • Diplomatic weight.png +10% Diplomatic weight
  • Assigned to Federation:
    • Federation cohesion.png +1 Monthly cohesion
Industrialist Industrialist
  • Assigned planet / sector:
    • Pop cat specialist.png +5% Specialist output (+2.5%)
    • Amenities.png −10% Pop amenities usage (−5%)
Delegate Delegate
  • Assigned to Galactic Community:
    • Diplomatic weight.png +5% Diplomatic weight
  • Assigned to Federation:
    • Federation cohesion.png +0.5 Monthly cohesion
Advisor Advisor
  • Assigned to council:
    • Upkeep −5% Pop upkeep
    • Trade value.png +5% Trade value
Ambassador Ambassador
  • Assigned to council:
    • Trust growth +5% Trust growth
Scientist
Scientist
The mysteries and paradoxes of the universe beckons the inquiring mind of a brilliant Scientist.
  • Experience gain:
  • +12 per month when ruler
  • +5 per month when on the council
  • +5 per month when not idle (assigned to planet, council, or elsewhere)
  • +0.1 per day when assisting cloaking detection
  • +0.1 per day when doing active reconnaissance
  • +10 per celestial object surveyed
  • +50 per researched anomaly
  • +75 per archaeology site chapter
  • +100 per completed special project
  • Assigned planet / sector:
    • Empire sprawl.png −2% Empire size from pops (−1%)
    • Research.png +2% Research from jobs (+1%)
    • Devastation.png −2% Devastation from storms (−1%)
  • Assigned to home planet:
    • Upkeep −1% Upkeep from jobs
  • Assigned science ship:
    • Mod ship science survey speed.png +10% Survey speed
    • Archaeology skill +1 Archaeology skill
    • Astral rift skill +1 Astral rift skill
    • Fauna capture chance +10% Fauna capture chance
Analyst Analyst
  • Assigned planet / sector:
    • Research.png +10% Research from Jobs (+5%)
Explorer Explorer
  • Assigned science ship:
    • Mod planet sensor range mult.png +1 Sensor Range
    • Mod ship science survey speed.png +10% Survey Speed
    • Mod ship anomaly generation chance.png +10% Anomaly Discovery Chance
Scholar Scholar
  • Assigned science ship:
    • Mod ship anomaly research speed.png +10% Anomaly Research Speed
    • Mod ship anomaly research speed.png +10% Archaeology Excavation Speed
    • Astral rift exploration speed +10% Astral Rift Exploration Speed
Statistician Statistician
  • Assigned to council:
    • Mod country all tech research speed.png +5% Research Speed
Commander
Commander
The stoic presence of a decisive Commander steels the nerves of our troops and bolsters our fleets.
  • Experience gain:
  • +12 per month when ruler
  • +5 per month when on the council
  • +5 per month when not idle (assigned to planet, council, or elsewhere)
  • +5 per completed space battle
  • +0.05 per ship destroyed on either side
  • +0.025 per ship disengaged on either side
  • +100 per completed ground battle
  • +0.25 per army destroyed on either side
  • +0.05 per day when suppressing piracy
  • Assigned planet / sector:
    • Empire sprawl.png −2% Empire size from pops (−1%)
    • Pop cat slave.png +2% Slave output (+1%)
    • Pop cat worker.png +2% Worker output (+1%)
    • Pop cat specialist.png −2% Specialist output (−1%)
    • Pop cat ruler.png −2% Elite output (−1%)
    • Job criminal.png −1 Crime (−0.5)
    • Soldier +100 Soldier jobs (+50)
  • Assigned to home planet:
    • Mod planet stability.png +0.5 Stability
  • Assigned fleet:
    • Mod ship fire rate mult.png +3% Ship fire rate
    • Mod ship disengagement.png +0.2 Disengagement opportunities
  • Assigned armies:
    • Mod army damage mult.png +5% Army damage
Commissioner Commissioner
  • Assigned planet / sector:
    • Mod planet stability.png +1 Stability from Soldiers (category) Soldier jobs (+0.5)
Admiral Admiral
  • Assigned fleet:
    • Mod ship damage mult.png +5% Ship weapons damage
    • Mod ship fire rate mult.png +5% Ship fire rate
    • Mod ship disengagement.png +5% Combat disengagement chance
General General
  • Assigned fleet:
    • Mod ship damage mult.png +5% Damage against starbases
    • Mod ship orbital bombardment mult.png +5% Orbital bombardment damage
  • Assigned armies:
    • Mod army damage mult.png +5% Army damage
Strategist Strategist
  • Assigned to council:
    • Mod ship build speed mult.png +10% Military ships build speed

Leader pool[edit | edit source]

New leaders are generally gained by recruiting them from the leader pool, which is replenished every 5 years. The leader pool starts with 3 leaders from each class, and the amount can be increased by various factors such as civics, traditions or ascension perks. A leader can be recruited from the pool at the following cost of Unity.png Unity:

Leader skill levels.png Level I II III IV V VI VII VIII IX X
Recruitment Cost 100 170 350 625 1000 1475 2050 2725 3500 4500

Leaders cost a monthly upkeep of Unity.png 2 Unity per level. Leader upkeep is modified by the following:

Leader upkeep (empire)0
Source Effect
Tradition aptitude psychological profiling.png Psychological Profiling tradition −25%
Oppressive Autocracy Oppressive Autocracy civic −20%
Leader trait bg basic.pngLeader trait overlay destiny.pngLeader trait cyborg.pngLeader trait overlay councilor.pngEndless Upgrades Endless Upgrades luminary trait −25%
Leader trait bg basic.pngLeader trait overlay veteran.pngLeader trait great teacher.pngLeader trait tier 3.pngLeader trait overlay councilor.pngWise Mentor III Wise Mentor III luminary trait −25%
Kinship Kinship tradition (if Shared Burdens or Worker Cooperative) −20%
Synchronized Agents Synchronized Agents tradition −20%
Leader trait bg basic.pngLeader trait overlay veteran.pngLeader trait great teacher.pngLeader trait tier 2.pngLeader trait overlay councilor.pngWise Mentor II Wise Mentor II luminary trait −15%
Tradition virtuality 2.png Data-Driven Logic Loops tradition −15%
Leader trait bg basic.pngLeader trait overlay veteran.pngLeader trait great teacher.pngLeader trait tier 1.pngLeader trait overlay councilor.pngWise Mentor Wise Mentor I luminary trait −10%
Leader trait bg basic.pngLeader trait overlay destiny.pngLeader trait master bureaucrat.pngLeader trait overlay councilor.pngMaster Bureaucrat Master Bureaucrat councilor trait −5%
Integrated Hive Integrated Hive authority +5%
Volitional Hive Volitional Hive authority +5%
Leader trait bg negative.pngLeader trait tyranny of merit.pngLeader trait overlay councilor.pngElitist Elitist luminary trait +30%
Galactic Commerce Profit Maximization Engines +50%
Selected Lineages Selected Lineages leader enhancement policy +50%
Capacity Boosters Capacity Boosters leader enhancement policy +100%
Leader upkeep (species)0
Source Effect
Enhanced Memory Enhanced Memory robot trait −25%
Enhanced Memory Enhanced Memory cyborg trait −25%
Elevated Synapses Elevated Synapses trait −25%
Talented Talented trait −10%
Erudite Erudite trait −10%
Learning Algorithms Learning Algorithms cyborg trait −10%
Neural Limiters Neural Limiters cyborg trait +10%
Leader upkeep (own trait)0
Source Effect
Leader trait bg basic.pngLeader trait overlay veteran.pngLeader trait adventurous spirit.pngLeader trait tier 2.pngAdventurous Spirit II Adventurous Spirit II leader trait −25%
Leader trait bg basic.pngLeader trait overlay veteran.pngLeader trait adventurous spirit.pngLeader trait tier 1.pngAdventurous Spirit Adventurous Spirit I leader trait −10%
Leader trait bg basic.pngLeader trait limited cyborg.pngLimited Cyborg Limited Cyborg leader trait −10%
Leader trait bg basic.pngLeader trait eager.pngLeader trait tier 2.pngEagerness II Eagerness II leader trait −10%
Leader trait bg basic.pngLeader trait eager.pngLeader trait tier 1.pngEagerness Eagerness I leader trait −5%

Leaders can only be of species with Species right citizenship.png Full Citizenship rights. The chance of getting a leader of a particular species is equal to the proportion of that species in the empire's eligible population.

Once recruited, leaders can be freely and instantly assigned to different posts with no cooldown (for example, moving a governor from one planet to another sector).

Leaders may be dismissed at any time, unless they are the empire ruler. Dismissal is irreversible.

External leader pool[edit | edit source]

The external leader pool is separated from the leader pool and allows recruiting leaders from other empires' species. It requires the empires to have a Diplomacy migration pact.png Migration Treaty, be in the same Diplomacy federation.png Federation or one empire to be a subject of the other. If either empire is Gestalt consciousness.png Gestalt Consciousness they must also have the same authority.

Leader capacity[edit | edit source]

Each empire can support a limited number of leaders from each class, starting at 3 per class for most empires. Legendary Paragons and leaders with the Leader trait bg basic.pngLeader trait eager.pngEager Eager trait below Skill level 4 skill level 4 are not counted towards the capacity.

Leader capacity (all classes)0
Source Effect
Heroic Past Heroic Past civic +1
Precision Cogs Precision Cogs civic +1
Pooled Knowledge Pooled Knowledge civic +1
Factory Overclocking Factory Overclocking civic +1
Colonial Centralization Colonial Centralization technology +1
Tech collective self.png The Collective Self technology
Tech collective self.png Embodied Dynamism technology
+1
Volitional Hive Volitional Hive authority +1
Aptitude Aptitude tradition tree finished +1
R prototype vir core.png Prototype VIR Core relic +1
Leader trait bg psionics.pngLeader trait composer chosen.pngChosen of the Composer Chosen of the Composer ruler trait +1
Leader trait bg basic.pngLeader trait overlay veteran.pngLeader trait great teacher.pngLeader trait overlay councilor.pngWise Mentor Wise Mentor luminary trait +1
Leader trait bg basic.pngLeader trait overlay destiny.pngLeader trait cyborg.pngLeader trait overlay councilor.pngEndless Upgrades Endless Upgrades luminary trait +1
Rise to the Occasion Rise to the Occasion tradition +0.5 per rival
Leader capacity (Commander Commander)0
Source Effect
Eternal Vigilance Eternal Vigilance +1
Galactic Force Projection Galactic Force Projection +1
War Games War Games tradition +1
Oppressive Autocracy Oppressive Autocracy civic +1
Specialist subject bulwark.png Bulwark tier 2 (subject) +1
Leader capacity (Official.png Official)0
Source Effect
Imperial Prerogative Imperial Prerogative +2
Universal Transactions Universal Transactions +1
Colonial Viceroys Colonial Viceroys tradition +1
Diplomacy Diplomacy traditions finished +1
Prospectorium Prospectorium tier 2 (subject) +1
Leader capacity (Scientist.png Scientist)0
Source Effect
Transcendent Learning Transcendent Learning +2
Archaeo-Engineers Archaeo-Engineers +1
Science Division Science Division tradition +1
Specialist subject scholarium.png Scholarium tier 2 (subject) +1

Exceeding the leader cap gives every leader of that class an Upkeep upkeep and Mod leader species exp gain.png leader experience gain penalty:

  • Mod leader species exp gain.png Leader experience gain is reduced to (0.85)^(number of leaders over the cap); this penalty is applied multiplicatively.
  • Upkeep Upkeep is equal to how much the empire is over the leader cap as a percentage. For example if the commander cap is 4 and the empire has 6 commanders the Upkeep upkeep is increased by +50%, while with 8 commanders it is increased by +100%.

Skill level[edit | edit source]

Skill level determines the effectiveness of leaders, their leader classes, their council positions, and some trait effects. Leaders can get new trais, either positive or negative, when they get new level and tend to get traits related to their current assignment. Lowest possible skill level is Skill level 1 skill level 1, while maximal skill level is Skill level 10 skill level 10.

Most leaders start will Skill level 1 skill level 1, with a random chance to start with up to 2 skill levels higher. Additionally, the following modifiers will increase the initial skill level:

Starting skill level (all classes)0
Source Effect
Imperial Feedback Imperial Feedback authority +2
Capacity Boosters Capacity Boosters policy +2
Selected Lineages Selected Lineages policy +1
Vaults of KnowledgeKnowledge MentorshipNeural VaultsExperience Cache Memory Vaults
Vaults of Knowledge Vaults of Knowledge
Knowledge Mentorship Knowledge Mentorship
Neural Vaults Neural Vaults
Experience Cache Experience Cache
civic
+1
Starting skill level (Commander Commander)0
Source Effect
Distinguished Admiralty Distinguished Admiralty civic +2
Warbots (individualist)Warbots Warbots
Warbots Warbots
Warbots (individualist) Warbots (individualist)
civic
+2
Strength of Legions Strength of Legions civic +2
Private Military Companies Private Military Companies civic +1
Federation military.png Martial Alliance Level 3 +1
War Games War Games tradition +1
Specialist subject bulwark.png Bulwark tier 2 (subject) +1
Starting skill level (Official.png Official)0
Source Effect
Colonial Viceroys Colonial Viceroys tradition +1
Prospectorium Prospectorium tier 2 (subject) +1
Starting skill level (Scientist.png Scientist)0
Source Effect
Science Division Science Division tradition +1
Specialist subject scholarium.png Scholarium tier 2 (subject) +1


Effective Skill[edit | edit source]

Effective skill increases the effectiveness of leaders in their council positions, causing councillors to provide greater bonuses than their base level. The following modifiers affect effective councillor skill:

Leader effective councillor skill (empire)0
Source Effect
Oligarchic Oligarchic authority +2
Replicating Regency Replicating Regency authority +2
Bio-Magnates Bio-Magnates authority +2
Virtual Leader Focus Virtual Leader Focus policy +2
Departmental Efficiency Departmental Efficiency agenda +2
Shadow Council Shadow Council civic +1
Vaults of KnowledgeKnowledge MentorshipNeural VaultsExperience Cache Memory Vaults
Vaults of Knowledge Vaults of Knowledge
Knowledge Mentorship Knowledge Mentorship
Neural Vaults Neural Vaults
Experience Cache Experience Cache
civic
+1
Shared Benefits Shared Benefits tradition +1
Virtual Research Focus Virtual Research Focus policy −1
Virtual Unity Focus Virtual Unity Focus policy −1


Negative traits[edit | edit source]

During their service each leader can get negative trait that may reduce their effectiveness in many different ways. Leaders have a limit of maximum 4 negative traits at base, but this number can be modified by certain factors.

Leader maximum negative traits (empire)0
Source Effect
One Mind One Mind civic −1
Healthcare Program Healthcare Program tradition −1
Mind and Body Mind and Body
Auth hive mind.png Cloned Organs
Auth machine intelligence.png Self-Preservation Protocols
tradition
−1
Leader maximum negative traits (species)0
Source Effect
Talented Talented trait −1
Erudite Erudite trait −1
Elevated Synapses Elevated Synapses trait −1
Enhanced Memory Enhanced Memory robot trait −1
Enhanced Memory Enhanced Memory cyborg trait −1
Learning Algorithms Learning Algorithms cyborg trait −1
Inquisitive Axioms Inquisitive Axioms robot trait −1
Jinxed Jinxed trait +1
Neural Limiters Neural Limiters cyborg trait +1
Leader maximum negative traits (own trait)0
Source Effect
Leader trait bg basic.pngLeader trait emotional support pet.pngEmotional Support Pet Emotional Support Pet leader trait −1
Leader trait bg basic.pngLeader trait scrambler.pngRobotic Surrogate Robotic Surrogate leader trait −1
Leader trait bg negative.pngLeader trait fallible.pngLeader trait tier 1.pngFallible Fallible I leader trait +1
Leader trait bg negative.pngLeader trait fallible.pngLeader trait tier 2.pngFallible II Fallible II leader trait +3


Lifespan[edit | edit source]

Each leader has an age in years and has a base guaranteed Mod leader age.png lifespan of 80 years, which can be increased or decreased various factors, particularly the traits for both species and leaders. Hovering over a leader's age will show the leader's guaranteed lifespan and current chance to die each month. Leaders appear in the leader pool with the following ages:

  • 25–45 years by default
  • 1–10 years if Mechanical Mechanical
  • 5–10 years if Machine Machine
  • 10–20 years if Auth hive mind.png Hive Mind
  • 5–20 years if Origins clones.png Clone Army origin
  • 27–38 years if species is Lithoid Lithoid, regardless of authority or origin

After passing their guaranteed lifespan, leaders have a chance of dying every month. The probability is 0.2% per year that has passed since their guaranteed lifespan. After 20 years past their guaranteed lifespan, this increases to 2% per year.

Leaders from species with the Eternal Machine Eternal Machine or Virtual Virtual traits will never die of old age.

Leaders can also be killed the following ways:

  • Leaders governing a planet can be killed by events if the planet has the Pm crime.pngMob Rule Mob Rule planet modifier.
  • Commander Commanders have a 10% chance to die when a ship of the largest size in the fleet is destroyed and a 2% divided by number of units chance to die each time they lose an army.[1]
  • Scientist.png Scientists can be killed by bad outcomes of Archaeology map icon.png Archaeology Sites (about 2.9% chance, depending on the site).

The following modifiers affect leader lifespan:

Leader lifespan (empire)0
Source Effect
R eternal throne.png Ethernal Throne relic Immortal
Zro Additives Zro Additives edict +30
Menu icon edicts.png Subsidized Identity Backups +20
R pox sample.png Javorian Pox Sample relic +20
Capacity Boosters Capacity Boosters Leader Enhancement policy +20
Unknown.png Composer of Strands covenant (50 favor) +20
Unknown.png Ageless empire modifier +15
Pharma State Pharma State civic +10
Mind and Body Mind and Body tradition +10
R time crystal.png Time Crystal relic +10
Selected Lineages Selected Lineages Leader Enhancement policy +10
Tech vitality boosters.png Vitality Boosters technology +10
Tech neuroregeneration.png Neural Tissue Engineering technology +10
Unknown.png Inoculated Population empire modifier +10
Unknown.png Composer of Strands covenant +10
Leader lifespan (species)0
Source Effect
Eternal Machine Eternal Machine trait Immortal
Virtual Virtual trait Immortal
Venerable Venerable trait +80
Necrophage Necrophage trait +80
Lithoid Lithoid trait +50
Exotic Metabolism Exotic Metabolism trait +50
Robust Robust trait +50
Cybernetic Cybernetic trait +40
Irradiated Irradiated trait +30
Trait perfected genes.png Perfected Genes trait +25
Machine Machine trait +20
Enduring Enduring trait +20
Survivor Survivor trait +10
Limited Regeneration Limited Regeneration trait +10
Fleeting Fleeting trait −10
Trait notofthisworld.png Not of this World trait −10
Trait crack miner.pngTrait farm hands.pngTrait technical skill.png Basic overtuned traits (each) −10
Fleeting Excellence Fleeting Excellence trait −20
Trait elevated synapses.pngTrait preplanned growth.pngTrait excessive endurance.png Advanced overtuned traits (each) −30
Clone Soldier Clone Soldier trait −40
Leader lifespan (own trait)0
Source Effect
Leader trait bg basic.pngLeader trait scrambler.pngVirtual Virtual leader trait Immortal
Leader trait bg psionics.pngLeader trait psionic chosen one.pngChosen One Chosen leader trait
Leader trait bg psionics.pngLeader trait psionic chosen one.pngChosen One Chosen One
Leader trait bg psionics.pngLeader trait composer chosen.pngChosen of the Composer Chosen of the Composer
Leader trait bg psionics.pngLeader trait eater chosen.pngChosen of the Eater Chosen of the Eater
Leader trait bg psionics.pngLeader trait instrument chosen.pngChosen of the Instrument Chosen of the Instrument
Leader trait bg psionics.pngLeader trait whisperers chosen.pngChosen of the Whisperers Chosen of the Whisperers
Immortal
Leader trait bg basic.pngLeader trait overlay destiny.pngLeader trait intemporal.pngintemporal Chronfuge leader trait Immortal
Leader trait bg basic.pngLeader trait rift warped.pngRift Warped Rift Warped leader trait +50
Leader trait bg basic.pngLeader trait resilient.pngIncreased Lifespan Increased Lifespan leader trait +40
Leader trait bg basic.pngLeader trait overlay destiny.pngLeader trait scroll.pngAncestral Inheritance Ancestral Inheritance leader trait +25
Leader trait bg basic.pngLeader trait overlay destiny.pngLeader trait legendary leader.pngLeader trait overlay councilor.pngLuminary Luminary leader trait +40
Leader trait bg basic.pngLeader trait legendary offspring.pngLuminary Bloodline Luminary Bloodline leader trait +20
Leader trait bg basic.pngLeader trait resilient.pngLeader trait tier 2.pngResilience II Resilience II leader trait +20
Leader trait bg basic.pngLeader trait overlay veteran.pngLeader trait nebulous past.pngNebulous Past Nebulous Past paragon trait +10
Leader trait bg basic.pngLeader trait resilient.pngLeader trait tier 1.pngResilience Resilience I leader trait +10
Leader trait bg basic.pngLeader trait emotional support pet.pngEmotional Support Pet Emotional Support Pet leader trait +10
Leader trait bg basic.pngLeader trait storm rider.pngStorm Rider Storm Rider leader trait −10
Leader trait bg negative.pngLeader trait melancholic.pngLeader trait tier 1.pngMelancholic Melancholic I leader trait −10
Leader trait bg negative.pngLeader trait substance abuser.pngLeader trait tier 1.pngSubstance Abuser Substance Abuser I leader trait −10
Leader trait bg negative.pngLeader trait melancholic.pngLeader trait tier 2.pngMelancholic II Melancholic II leader trait −20
Leader trait bg negative.pngLeader trait substance abuser.pngLeader trait tier 2.pngSubstance Abuser II Substance Abuser II leader trait −30
Leader trait bg negative.pngLeader trait maimed.pngMaimed Maimed leader trait −40

Whenever any leader dies with the Imperial Feedback Imperial Feedback authority, all leaders will gain 1 month of base research per leader level as stored research, with the research type depending on the leader (see Government page).

Funeral[edit | edit source]

When a leader that has been present for at least 2 years and reached at least level 4 dies, there is a chance to have a funeral which gives the empire a modifier for 5 years. The chance increases with the leader's accomplishments and is guaranteed for the empire ruler, while a Leader trait bg basic.pngLeader trait overlay destiny.pngLeader trait legendary leader.pngLeader trait overlay councilor.pngLuminary Luminary leader cannot have a funeral. Empires have the following funeral options:

Funeral Modifier Energy Credits.png Cost Requirements
A private procession will suffice.
  • Unity.png +5% Monthly unity
  • Happiness.png −2.5% Happiness
0 Individualist Individualist
Let the masses mourn.
  • Unity.png +10% Monthly unity
  • Happiness.png +5% Happiness
400–8000 Individualist Individualist
They deserve nothing of the sort.
  • Unity.png +15% Faction unity gain
  • Happiness.png +5% Happiness
0
  • Individualist Individualist
  • Yes.png Leader had 3 negative traits
Their story does not have to end here...
  • Mod country terraforming speed.png +15% terraforming speed
  • Mod pop growth req.png +10% Pop growth speed
0
  • Individualist Individualist
  • Unknown.png Fungoid or Plantoid founder species
Donate the body to science.
  • Researcher +5% Researcher output
  • Physics research.png +15% Monthly physics research
0
  • Materialist.pngFanatic materialist.png Materialist
  • No.pngMachine Machine leader
A small commemoration will suffice.
  • Unity.png +15% Monthly unity
  • Mod planet stability add.png +5 Stability
0 Egalitarian.pngFanatic egalitarian.png Egalitarian
Chant for their soul.
  • Unity.png +15% Monthly unity
  • Consumer goods.png −15% Consumer goods upkeep
0 Spiritualist.pngFanatic spiritualist.png Spiritualist
Erect an appropriate memorial.
  • Unity.png +5% Monthly unity
  • Pop cat worker.png +5% Worker pop resource output
200–4000 Authoritarian.pngFanatic authoritarian.png Authoritarian
Keep it traditional.
  • Unity.png +15% Monthly unity
  • Mod planet stability add.png +5 Stability
100–2000 Xenophobe.pngFanatic xenophobe.png Xenophobe
Launch the deceased into space.
  • Society research.png +10% Monthly society research
  • Mod ship science survey speed.png +20% Survey speed
100–2000 Xenophile.pngFanatic xenophile.png Xenophile
Plan a grand parade. Now.
  • Unity.png +5% Monthly unity
  • Mod ship build speed mult.png +15% Military ship build speed
200–4000 Militarist.pngFanatic militarist.png Militarist
Set up a foundation in their name.
  • Society research.png +10% Monthly society research
  • Pacifist.png +10% Pacifist ethics attraction
200–4000 Pacifist.pngFanatic pacifist.png Pacifist
Name a landmark in their honor.
  • Pop resource energy mult.png +5% Energy credits from jobs
  • Trade value.png +15% Trade value
200–4000 Corporate Corporate
We will endure.
  • Leader pool size +1 Leader pool size
  • Mod leader species exp gain.png +25% Leader experience gain
0 Auth hive mind.png Hive Mind
Death is no longer an obstacle.
  • Intel encryption.png +1 Encryption
  • Mod ship fire rate mult.png +10% Ship fire rate
0
  • Auth machine intelligence.png Machine Intelligence
  • No.pngCybernetic Cybernetic leader
The Emperor/Empress wishes to consume the Honored one.
  • Unknown.png 25% Chance current agenda gains 50% progress
  • Unknown.png 25% Chance ruler loses all negative traits
  • Unknown.png 25% Chance ruler gains a positive trait (won't go above 20 traits including levels)
  • Unknown.png 25% Chance ruler becomes younger (won't go below 30 years)
0
  • Auth bio imperial evopred.png Deathless Dynasty
  • No.pngMachine Machine leader

Clone leaders[edit | edit source]

If an empire has either the Tradition cloning biochemical composure.png Biochemical Composure tradition or a Cloning authority, current organic leaders who aren't clones will gain the Leader trait bg basic.pngLeader trait backup clone.pngbackup clone Backup Clone trait and new leaders have a 25% chance to receive the trait as well. When a leader with the trait dies, they will be replaced by an identical leader with the age of 2-5 years and the trait will be replaced by the Leader trait bg negative.pngLeader trait backup clone.pngbackup clone Clone Leader trait. Nodes cannot be cloned.

If the empire has both the Tradition cloning biochemical composure.png Biochemical Composure tradition and a Cloning authority, clones have a 33% chance every 3-5 years to gain the Leader trait bg basic.pngLeader trait backup clone.pngbackup clone Backup Clone trait but the penalties of the Leader trait bg negative.pngLeader trait backup clone.pngbackup clone Clone Leader trait will stack up to three times.

References[edit | edit source]

  1. Thus with 50 units, it is 2%/50 chance that the general dies, dev comment
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Buildings Planet capitalCommon buildingsUnique buildingsHoldings
Ships ShipShip designerCore componentsWeapon componentsUtility componentsMutationsOffensive mutations
Technology TechnologyPhysics researchSociety researchEngineering research
Diplomacy DiplomacyRelationsGalactic communityFederationsSubject empiresIntelligenceAI personalities
Warfare WarfareSpace warfareLand warfareStarbaseCrisis
Others EventsThe ShroudPreset empiresAI playersStat modifiersConsole commandsEaster eggs