Leader

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This article has been verified for the current PC version (3.8) of the game.
Employed leaders

A leader is a named character that leads a significant part of the Empire, as a Governor, Scientist, Admiral or General. The name of a leader can be changed at any time by clicking on it.

Leaders can also be appointed to the council in addition to and concurrent with their regular assignments. Each leader on the council provides empire-wide effects as well as +10% ethics attraction, towards each councilor's ethics. Gestalt consciousness.png Gestalt Consciousness empires use nodes rather than council leaders.

Leader classes[edit | edit source]

Leaders are divided into 4 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 three veteran classes. Gestalt consciousness.png Gestalt Consciousness empires cannot use the third veteran class, which is focused on the council.

An empire's ruler has one of these classes, generally depending on civics, and is always a member of the council. Heirs in Imperial Imperial authority empires also have one of these classes, but are not automatically members of the council.

A Governor.png Governor assigned to a sector capital, including the empire's capital, applies their level bonuses – but not their traits – to all planets in that sector which do not have an assigned governor.

Admiral.png Admiral – Assigned to fleets
Bonus per level Experience gain Galactic Paragons.png Veteran class Galactic Paragons.png Veteran class effect Description
  • Mod ship fire rate mult.png +3% Ship Fire Rate
  • Fleet Size.png +10 Fleet Command Limit
  • Mod ship disengagement.png +0.2 Disengagement Opportunity
  • 0.05 per day when suppressing piracy
  • 5 per space battle
  • +0.5 per destroyed ship on either side
  • +0.25 per disengaged ship on either side
Subclass aggressor large.png Aggressor
  • Mod ship weapon damage.png +5% Ship Weapons Damage
  • Mod ship fire rate mult.png +5% Ship Fire Rate
The stoic presence of a decisive Admiral steels the nerves of the crew as they engage the enemy.
Subclass tactician large.png Tactician
  • Time −10% Time spent Missing In Action
  • Mod ship hull mult.png +5% Ship Hull Points
  • Mod ship disengagement.png +10% Combat Disengagement Chance
Subclass council large.png Strategist
  • Mod starbase shipyard build cost mult.png −5% Military Ships Build Cost if Councilor
  • Mod ship build speed mult.png +10% Military Ships Build Speed if Councilor
General.png General – Assigned to armies
Bonus per level Experience gain Galactic Paragons.png Veteran class Galactic Paragons.png Veteran class effect Description
Mod army damage mult.png +5% Army Damage 100 per ground battle
+0.25 per destroyed army on either side
Subclass invader large.png Invader
  • Mod army damage mult.png +5% Army Damage
  • Mod army morale.png +10% Assault Army Morale
The frenzy and chaos of ground combat requires the calculating command of a competent General.
Subclass protector large.png Protector
  • Mod army health.png +15% Army Health
  • Mod army damage mult.png +20% Defense Army Damage
  • Unknown.png −2 Combat Width
Subclass council large.png Marshal Mod planet army build cost mult.png −10% Army Cost if Councilor
Governor.png Governor – Assigned to planets
Bonus per level Experience gain Galactic Paragons.png Veteran class Galactic Paragons.png Veteran class effect Description
  • Mod pop resource output.png +2% Resources from Jobs
  • Empire sprawl.png −2% Empire Size from Pops
  • Job criminal.png −3 Crime
  • Stability.png +1 Stability if governing the Home Planet
  • Unity.png +1 if Civic feudal realm.png Feudal Society
5 per month when governing Subclass economist large.png Industrialist
  • Mod pop resource output.png +5% Resources from Jobs
  • Amenities.png −10% Pop Amenities Usage
The charismatic speeches of a persuasive Governor promote colonial pride and prosperity.
Subclass pioneer large.png Pioneer
  • Mod pop growth speed.png +5% Pop Growth Speed if No.pngGestalt consciousness.png Gestalt Consciousness
  • Mod pop assembly speed.png +5% Pop Assembly Speed if Machine unit.png Machine
  • Pop assembly organic.png +0.2 Monthly Organic Pop Assembly if Auth hive mind.png Hive Mind
  • Mod leader species exp gain.png +50% Leader Experience Gain (self)
Subclass council large.png Visionary
  • Upkeep −5% Pop Upkeep if Councilor
  • Trade value.png +5% Trade Value if Councilor
Scientist.png Scientist – Assigned to science ships
Bonus per level Experience gain Galactic Paragons.png Veteran class Galactic Paragons.png Veteran class effect Description
  • Mod ship science survey speed.png +10% Survey Speed
  • Mod ship anomaly research speed.png +1 Archaeology Skill
  • Research.png +2% Assist Research Output
  • Cloaking detection.png +0.5 Assist Cloaking Detection Strength
  • Mod ship anomaly research speed.png Determines Anomaly Research speed
  • 0.1 per day when assisting research
  • 0.1 per day when assisting cloaking detection
  • 10 per celestial object surveyed
  • 50 per researched anomaly
  • 100 per completed special project
  • 75 per archaeology site chapter
Subclass analyst large.png Analyst Research.png +50% Assist Research Efficiency The mysteries and paradoxes of the universe beckons the inquiring mind of a brilliant Scientist.
Subclass explorer large.png Explorer
  • Mod leader species exp gain.png +50% Leader Experience Gain
  • Mod ship science survey speed.png +10% Survey Speed
  • Mod ship anomaly research speed.png +10% Anomaly Research Speed
  • Unity.png +5 Unity per Survey
Subclass council large.png Researcher Mod country all tech research speed.png +7% Research Speed

Skill level[edit | edit source]

The skill level of a leader goes from 1 to 10 determines how powerful the bonuses it provides are. A leader's level increases after accumulating enough experience points, shown in the table below. Upon gaining a level, a leader's experience value resets to 0.

Leader skill levels.png Level I II III IV V VI VII VIII IX X
XP 0 400 1100 2100 3400 5000 6900 8100 10600 13400
Total XP 0 400 1500 3600 7000 12000 18900 27000 37600 51000

Certain anomalies and events can also grant leaders, particularly scientists, lump experience or even free levels.

Experience gain is modified by the following:

Source Leader experience gain (empire)
Transcendent Learning Transcendent Learning ascension perk +50%
Trait psionic species.png Chosen of the Composer ruler trait +30%
Menu icon edicts.png Education Campaign edict +25%
Menu icon edicts.png Learning Campaign edict +25%
Menu icon edicts.png Machine Learning Campaign edict +25%
Tradition icon synthetics.png Synthetic tradition tree +25%
Polytechnic Education Polytechnic Education tradition +25%
Tech neuroregeneration.png Neural Tissue Engineering technology +25%
Trait ruler eye for talent.png Eye For Talent ruler trait +20%
Menu icon policies.png Capacity Boosters leader enhancement policy +20%
Menu icon policies.png Selected Lineages leader enhancement policy +10%
Civic pooled knowledge.png Pooled Knowledge civic +10%
Civic machine factory overclock.png Factory Overclocking civic +10%
Civic ruthless competition.png Ruthless Competition civic +10%
Agenda Leadership Conditioning agenda +10%
Tradition aptitude specialist training.png Specialist Training tradition +10%
Minor artifacts.png Minor Artifacts Peaceful Application +10%
Source Leader experience gain (species)
Quick Learners.png Quick Learners trait +25%
Trait uplifted.png Uplifted trait +25%
Enhanced memory.png Enhanced Memory trait +25%
Learning algorithms.png Learning Algorithms trait +25%
Trait gene mentorship.png Gene Mentorship trait +25%
Trait elevated synapses.png Elevated Synapses trait +20%
Slow Learners.png Slow Learners trait −25%
Repurposed hardware.png Repurposed Hardware trait −25%
Repurposed hardware.png Neural Limiters trait −25%
Trait presapient conservative.png Conservative trait −33%

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 is affected by the following modifiers:

Source Leader pool size
Civic machine delegated functions.png Delegated Functions civic +1
Civic ruthless competition.png Ruthless Competition civic +1
Menu icon edicts.png Master's Teachings: Philosophical Mindset edict +1
Polytechnic Education Polytechnic Education tradition +1
Tradition aptitude the empire needs you.png The Empire Needs You tradition +1
Unknown.png Settled Differences empire modifier +1
Fanatic Egalitarian.png Fanatic Egalitarian ethic +1
Fanatic Authoritarian.png Fanatic Authoritarian ethic −1
Origins fear of the dark.png Fear of the Dark origin −1

A leader can be recruited from the pool for a cost of Unity.png 100 unity + Unity.png 50 unity per recruited leader beyond 6 and has a monthly upkeep of 2 Unity.png Unity per level. Leader upkeep is modified by the following:

Source Leader upkeep
Civic feudal realm.png Feudal Society civic (leader assigned) None
Leader trait eager.png Eager leader trait −50%
Leader trait eager.png Newboot leader trait −50%
Civic machine delegated functions.png Delegated Functions civic −25%
Kinship Kinship tradition −20%
Synchronized Agents Synchronized Agents tradition −20%
Tech collective self.png The Collective Self technology −10%
Tech collective self.png Embodied Dynamism technology −10%
Minor artifacts.png Minor Artifacts Peaceful Application −10%
Resolution galactic commerce.png Galactic Commerce resolution 5 +50%

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.

Leader Cap Mechanics[edit | edit source]

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 improved by certain species traits, leader traits, and technologies. Leaders appear in the leader pool with ages between 28 - 50 years (27 - 38 years for Trait lithoid.png Lithoids; 5 - 20 years if Clone Army Clone Army origin for biological pop leaders). Hovering over a leader's age will show the leader's guaranteed lifespan and current chance to die each month.

  • Gestalt consciousness.png Gestalt Consciousness Rulers and Council Nodes are true immortals and never die under any circumstances.

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 month. The mean lifespan with no modifiers is 87 years.

Leaders can also be killed the following ways:

  • Governor.png Governors can be killed by events if a planet in their sector has the Pm crime.pngPm frame 3.png Mob Rule planet modifier
  • Scientist.png Scientists can be killed by bad outcomes of Archaeology map icon.png Archaeology Sites (~2.9% % chance, depends on the site)
  • Admiral.png Admirals have a 10% chance to die when a ship of the largest size in the fleet is destroyed
  • General.png Generals have a 2% divided by number of units chance to die each time they lose an army[1]

The following modifiers affect Leader Lifespan:

Source Leader lifespan (empire)
Trait psionic species.png Chosen of the Composer ruler trait +50
Menu icon edicts.png Zro Addatives edict +30
Mind and Body Mind and Body tradition +20
Tradition harmony mind and body.png Cloned Organs tradition +20
R pox sample.png Javorian Pox Sample relic +20
Menu icon policies.png Capacity Boosters Leader Enhancement policy +20
Unknown.png Composer of Strands covenant (50 favor) +20
Unknown.png Ageless empire modifier +10
Menu icon policies.png Selected Lineages Leader Enhancement policy +10
Tech vitality boosters.png Vitality Boosters technology +10
Unknown.png Inoculated Population empire modifier +10
Unknown.png Composer of Strands covenant +10
Source Leader lifespan (species)
Trait necrophage.png Necrophage trait +80
Trait lithoid.png Lithoid trait +50
Trait exotic metabolism.png Exotic Metabolism trait +50
Robust.png Robust trait +50
Trait cybernetic.png Cybernetic trait +40
Trait presapient irradiated.png Irradiated trait +30
Trait survivor.png Survivor trait +10
Limited Regeneration.png Limited Regeneration trait +10
Trait notofthisworld.png Not of this World trait −10
Trait artificial intelligence.png Augmented Intelligence trait −10
Trait crafted smiles.png Crafted Smiles trait −10
Trait crack miner.png Dedicated Miner trait −10
Trait expressed tradition.png Expressed Tradition trait −10
Trait farm hands.png Farm Appendages trait −10
Trait gene mentorship.png Gene Mentorship trait −10
Trait juiced power.png Juiced Power trait −10
Trait low maintenance.png Low Maintenance trait −10
Trait spliced adaptability.png Spliced Adaptability trait −10
Trait technical skill.png Technical Talent trait −10
Trait elevated synapses.png Elevated Synapses trait −30
Trait preplanned growth.png Pre-Planned Growth trait −30
Trait excessive endurance.png Excessive Endurance trait −30
Trait clone soldier.png Clone Soldier trait −40

Death by accident[edit | edit source]

While Trait mechanical.png Mechanical and Machine unit.png Machine leaders are immortal, they can still die by accident, regardless of their age. Every 10 years, there is the following chance of a single leader suffering a fatal accident:[2]

  • 94%: nothing happens
  • 2%: Scientist commanding a survey ship dies
  • 2%: Admiral commanding a fleet dies
  • 2%: Governor governing a planet dies

Auth machine intelligence.png Machine Intelligence empires can adopt the Self-Preservation Self-Preservation Protocols tradition to reduce the weight of accidents by half, reducing the chance for an accident to occur for each roll to 1.06% (3.18% total), for a mean active lifespan of 900 years.

Funeral[edit | edit source]

When the empire ruler or 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. Regular empires have the following funeral options:

Funeral Modifier Energy.png Cost Requirements
A private procession will suffice.
  • Unity.png +5% Monthly Unity
  • Mod pop happiness.png −2.5% Happiness
0
Let the masses mourn.
  • Unity.png +10% Monthly Unity
  • Mod pop happiness.png +5% Happiness
400-8000
They deserve nothing of the sort.
  • Unity.png +15% Faction Unity Gain
  • Mod pop happiness.png +5% Happiness
0 Yes.png 3 negative traits
Their story does not have to end here...
  • Mod country terraform speed mult.png +15% Terraforming Speed
  • Mod pop growth speed.png +10% Pop Growth Speed
0 Unknown.png Fungoid or Plantoid species
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
Donate the body to science.
  • Job researcher.png +5% Researcher Output
  • Physics Research +15% Monthly Physics Research
0 Materialist.pngFanatic Materialist.png Materialist
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 +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 +10% Monthly Society Research
  • Pacifist.png +10% Pacifist Ethics Attraction
200-4000 Pacifist.pngFanatic Pacifist.png Pacifist
Name a landmark in their honor.
  • Mod resource energy mult.png +5% Energy Credits from Jobs
  • Trade value.png +15% Trade Value
200-4000 Auth corporate.png Corporate

Gestalt consciousness.png Gestalt consciousness empires have the following options instead.

Funeral Modifier Energy.png Cost Requirements
We will endure.
  • Mod country leader pool size.png +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.pngTrait cybernetic.png Cybernetic

References[edit | edit source]

  1. Thus with 50 units, it is 2%/50 chance that the general dies, dev comment
  2. Note that this is rolled per empire, not per leader. For a roll with exactly one leader, this represents a mean active lifespan of 500 years. An exploit to negate the chance for accidental death entirely exists: unassign each leader before the decade begins, then reassign the leaders after a month passes.
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