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 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 DLC is enabled, each class can be further specialized into one of four veteran classes once the leader reaches
skill level 4. If the empire is a
Gestalt Consciousness,
councilor veteran classes are exclusively used by gestalt nodes, are automatically assigned to the corresponding node, and have no effects.
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:
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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 2 Unity per level. Leader upkeep is modified by the following:
Leaders can only be of species with 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 Migration Treaty, be in the same
Federation or one empire to be a subject of the other. If either empire is
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 Eager trait below
skill level 4 are not counted towards the capacity.
Leader capacity (![]() | |
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Source | Effect |
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+1 |
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+1 |
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+1 |
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+1 |
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+1 |
Leader capacity (![]() | |
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Source | Effect |
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+2 |
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+1 |
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+1 |
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+1 |
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+1 |
Leader capacity (![]() | |
---|---|
Source | Effect |
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+2 |
![]() |
+1 |
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+1 |
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+1 |
Exceeding the leader cap gives every leader of that class an upkeep and
leader experience gain penalty:
Leader experience gain is reduced to (0.85)^(number of leaders over the cap); this penalty is applied multiplicatively.
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 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, while maximal skill level is
skill level 10.
Most leaders start will 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) | |
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Source | Effect |
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+2 |
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+2 |
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+1 |
civic | +1 |
Starting skill level (![]() | |
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Source | Effect |
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+1 |
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+1 |
Starting skill level (![]() | |
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Source | Effect |
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+1 |
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+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:
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) | |
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Source | Effect |
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−1 |
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−1 |
tradition | −1 |
Leader maximum negative traits (own trait) | |
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Source | Effect |
![]() ![]() ![]() |
−1 |
![]() ![]() ![]() |
−1 |
![]() ![]() ![]() ![]() |
+1 |
![]() ![]() ![]() ![]() |
+3 |
Lifespan[edit | edit source]
Each leader has an age in years and has a base guaranteed 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
- 5–10 years if
Machine
- 10–20 years if
Hive Mind
- 5–20 years if
Clone Army origin
- 27–38 years if species is
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 or
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
Mob Rule planet modifier.
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]
Scientists can be killed by bad outcomes of
Archaeology Sites (about 2.9% chance, depending on the site).
The following modifiers affect leader lifespan:
![]() |
Available only with the The Machine Age DLC enabled. |
Whenever any leader dies with the 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]
![]() ![]() |
Available only with the Galactic Paragons or BioGenesis DLC enabled. |
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 Luminary leader cannot have a funeral. Empires have the following funeral options:
Clone leaders[edit | edit source]
![]() |
Available only with the BioGenesis DLC enabled. |
If an empire has either the Biochemical Composure tradition or a Cloning authority, current organic leaders who aren't clones will gain the
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
Clone Leader trait. Nodes cannot be cloned.
If the empire has both the Biochemical Composure tradition and a Cloning authority, clones have a 33% chance every 3-5 years to gain the
Backup Clone trait but the penalties of the
Clone Leader trait will stack up to three times.
References[edit | edit source]
- ↑ Thus with 50 units, it is 2%/50 chance that the general dies, dev comment
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