Leader

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This article is considered accurate for the current version (2.2) of the game.

This article is for the PC version of Stellaris only.
Employed leaders

A leader is a named character that leads a significant part of the Empire, as Governor, Scientist, Admiral or General. The ruler is a specific subtype of Leader and in many cases elected from the existing leaders.

The name of a leader can be changed at any time by clicking on it.

Contents

Gaining and losing leaders[edit]

All values in this section can be modified by leader traits, edicts, technology, policies, traditions, civics and ruler traits.

Leaders other than Rulers may be dismissed at any time. Dismissal is irreversible.

Leader pool[edit]

While some events and diplomatic options may give leaders, the most common way to get leaders is to recruit them from the leader pool. There is one pool for each type of leader, other than Rulers, who cannot be recruited directly. The default size of the pool is 3, but this can be increased by the   Meritocracy or   Pooled Knowledge civics.

A leader can be recruited from the pool for a base cost of 200   energy credits, modified by the following:

Source Cost
  Eager leader trait -50%
  Newboot leader trait -50%
  Adaptive Bureaucracy technology -20%
  Selected Lineages Leader Enhancement policy +50%
  Capacity Boosters Leader Enhancement policy +100%

When a leader is recruited, a replacement in the leader pool is generated immediately. Thus, it is possible (though potentially expensive) to "re-roll" leaders in the pool by recruiting and immediately dismissing leaders. Alternatively, leaders in the pool are replaced automatically after 10 years.

Once recruited, leaders can be freely assigned to different posts (for example, moving a governor from one planet to another sector) - taking a few days to arrive at the new location - be left without an assignment, or be dismissed.

Each Leader save for the Ruler has a monthly upkeep of 2   Energy Credits. For every one point of empire size over administrative cap the leader cost and upkeep increase by 1%

Age[edit]

Each leader has an age in years, which is between 28 and 50 when they are first generated (18-26 for heirs). Leaders have a base guaranteed lifespan of 80 years. Life expectancy can be improved by picking the traits Enduring or Venerable during species set-up and by researching certain technologies, picking certain traditions; or worsened by picking Fleeting during species set-up. Synthetics and certain other cases can make a leader immortal. Certain event resolution choices can also grant an increase in lifespan for all leaders.

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. The mean lifespan with no modifiers is 88 years, 6 months.

Hovering over a leader's age will show the species' guaranteed lifespan. Leaders that have the   Mechanical,   Machine,   Hive-Minded and   Chosen One will never die from old age.

Skill level[edit]

The skill level of a leader determines their basic bonuses, which depend on leader type (ruler, governor, etc.). By default, skill ranges from a minimum of 1 to a maximum of 5. The skill cap can be increased to a max level of 10 through certain traits, civics, and the leader enhancement policy.

A leader's skill increases after accumulating a certain number of experience points, shown in the table below. Upon gaining a level, a leader's experience total resets to 0 and they have a chance to gain a leader trait.

Level II III IV V VI VII VIII IX X
XP 200 475 825 1250 1750 2325 2975 3700 4500
Trait gain chance 10% 14.3% 21.7% 35.7%

Leader classes[edit]

Leaders are divided into 5 classes that determines their possible assignments, bonuses, experience sources and available traits.

Class Bonus per level Experience gain Assignment Notes
  Ruler   +5% Edict Duration
  +3% Monthly Unity
5 per month Empire
  • Rulers are assigned from leaders based on an empire's Government type
  • An empire's first ruler can be customized at empire creation but its traits are randomized
  • When a ruler steps down it can be reassigned based on its class but loses all traits
  Governor   +2% Resources from Jobs
  -3 Crime
5 per month when governing Sectors
  • Governors can be killed by events if a planet in their sector has the Mob Rule modifier
  Scientist   +2% Research Speed
  +1% Research Assist Output
  +10% Survey Speed
3.5 per month when leading research
3 per month when assisting research
10 per survey
50 per researched anomaly
100 per completed special project
Research departments
Science ships
  • Research in a department is reduced by -25% if no scientist is assigned to it
  • Science ships cannot perform any function without a scientist
  • Scientists can gain new traits from anomalies
  • A scientist's level is matched against the level of an anomaly when investigating to determine the time it takes to research it
  Admiral   +3% Fire Rate 3 per month when suppressing piracy
10 per space battle
0.25 per destroyed ship (on either side)
Military Fleets
  • New admirals can arise after space battles
  • Admirals can gain new traits based on what the fleet is doing
  • Admirals have a 10% chance to die each time a ship of the largest size in the fleet is destroyed
  General   +5% Army Damage 1 per day when fighting Planets
Transport fleets
  • Generals have a 5% chance to die each time they lose an army

Leader Traits[edit]

Non-Ruler Leaders are generated with one pre-existing trait suitable for their class. Every time a Leader gains a level, they have a chance to receive an additional trait, provided they do not already have 3 traits.

Class Trait Effect Species Requirements Description
Any   Adaptable   +25% Leader Experience Gain Biological This leader is quick to adapt new methods and ideas if they prove superior.
Any   Resilient   +25 years Leader Lifespan Biological This leader is resilient and in excellent physical condition, dramatically increasing life expectancy.
Any   Eager   -50% Leader Cost
  -50% Leader Upkeep
Biological This leader is particularly eager for an assignment.
Any   Flexible Programming   +25% Leader Experience Gain Robotic This leader has unusually flexible programming, and is capable of quickly adapting new methods and procedures if they prove superior.
Any   Newboot   -50% Leader Cost
  -50% Leader Upkeep
Robotic This leader was only recently upgraded to a sufficiently autonomous state to allow for command positions.
Any   Increased Lifespan   +40 years Leader Lifespan Biological Shroud event The powerful psionic energies of the Shroud have slowed the natural aging process of this leader.
Any   Arrested Development   -1000% Leader Experience Gain Any The personal development and skills of this leader seem to have plateaued at their present level.
Any   Stubborn   -25% Leader Experience Gain Biological This leader is stubborn and slow to accept new methods and ideas, even if they have proven superior.
Any   Rigid Programming   -25% Leader Experience Gain Robotic This leader has particularly rigid programming that only rarely permits behavioral modifications, even when such changes would improve efficiency.
Any   Substance Abuser   -20 years Leader Lifespan Biological This leader has fallen to substance abuse to cope with the stress, which has had a detrimental effect on physical health.
    Architectural Sense   -10% Building Cost
  -10% District Cost
  +10% Planet Building Speed
Biological This leader is an architect at heart, investing in more efficient construction practices.
    Champion of the People   +5% Happiness Biological This leader seems really to be concerned about the welfare of his people.
    Charismatic   −10% Edict Cost
  +20% Edict Duration
Biological This leader is exceptionally charismatic, enforcing their will with ease.
    Deep Connections   +1 Monthly Influence Biological   Planetary Unification technology This leader is firmly entrenched in the labyrinthine web that makes up the polictical machine.
    Expansionist   −15% Outpost Build Cost
  −15% Starbase Influence Cost
Biological This leader aims to expand their borders, reducing the Outpost build cost and Colony Influence cost.
    Explorer   −25% Science Ship Build Cost
  +33% Anomaly Research Speed
Biological This leader is known for their insatiable curiosity, valuing space exploration above all else.
    Eye for Talent   +1 Leader Skill Levels
  +20% Leader Experience Gain
Biological   Galactic Administration technology This leader is considered to be unusually perceptive, spotting talent where others see only eccentricity or incompetence.
    Fertility Preacher   +10% Food from Jobs
  +5% Pop Growth Speed
Biological This leader feels strongly about securing and protecting agrarian food sources.
    Fleet Organizer   +15% Naval Capacity Biological   Doctrine: Reactive Formations technology This leader is an expert at organization possessing the necessary micromanagement skills to command very large starship formations.
    Fortifier   −10% Starbase Upgrade Cost
  −33% Defense Platform Build Cost
Biological   Deep Space Outposts technology This ruler understands the value in using military station to secure territory.
    From the Ranks   +20% Army Morale
  +33% Army Experience Gain
Biological   Combat Training technology This leader rose through the ranks of military command.
    Frontier Spirit   −35% Colony Ship Build Cost
  +25% Colony Development Speed
Biological   New Worlds Protocol technology This leader is eager to reign over distant stars.
    Home in the Sky   −20% Starbase Module Build Cost
  −10% Starbase Upgrade Cost
Biological This leader reaches for the stars.
    Industrialist   +10% Minerals from Jobs Biological This leader has a firm grip on the means of production.
    Investor   +10% Trade Value Biological This leader is a shrewd economist, capable of maximizing financial potential.
    Logistic Understanding   −5% Ship Upkeep
  −10% Army Upkeep
Biological   Doctrine: Fleet Support technology This leader is well aware of the importance of properly-structured supply chains.
    Military Pioneer   −10% Ship Upgrade Cost
  −10% Shipyard Build Cost
Biological   Doctrine: Refit Standards technology This leader is enthusiastic about advancements in military technology and ship construction.
    Recruiter   +50% Army Build Speed
  −20% Army Cost
Biological   Centralized Command technology This leader is particularly charismatic, and fresh recruits are practically lining up to serve their nation.
    Reformer   +10% Monthly Unity Biological This leader is a reformer, dedicated towards building the society of tomorrow.
    Space Miner   +10% Minerals from Mining Stations
  −25% Mining Station Build Cost
Biological This leader recognizes just how vital the exploitation of offworld resources is for a star nation.
    Warlike   +5% Ship Damage
  +10% Army Damage
Biological This leader does not shy away from conflict reducing the Cede Planet and Cede Frontier Outpost War Demand Costs.
    World Shaper   +25% Terraforming Speed
  −15% Clear Blocker Cost
Biological   Terrestrial Sculpting technology This leader seeks to remake worlds in their image.
    Corvette Focus   −20% Corvette Build Cost Biological   Destroyers technology This leader is intent on promoting the construction of Corvettes.
    Destroyer Focus   −20% Destroyer Build Cost Biological   Destroyers technology This leader is intent on promoting the construction of Destroyers.
    Cruiser Focus   −20% Cruiser Build Cost Biological   Cruisers technology This leader is intent on promoting the construction of Cruisers.
    Battleship Focus   −20% Battleship Build Cost Biological   Battleships technology This leader is intent on promoting the construction of Battleships.
    Hive Mind   Immortal Biological   Hive Mind This leader is the immortal nexus of the vast cognitive apparatus that constitutes a Hive Mind.
    Machine Intelligence   Immortal Robotic   Machine Intelligence This leader is the core intelligence that oversees and directs all actions in a Machine Empire.
    Agrarian Upbringing   +10% Food from Jobs Biological This leader was raised around hydroponic farms, and has several ideas on how agrarian yields may be improved.
    Architectural Interest   −10% Building Cost
  +10% Planet Build Speed
Biological This leader is an architect at heart, investing in more efficient construction practices.
    Army Veteran   +20% Army Build Speed
  −20% Army Cost
  +20% Defense Army Damage
Biological   Centralized Command technology This leader is a veteran of the armed forces, with intimate experience of its structural inefficiencies.
    Environmental Engineer   −25% Clear Blocker Cost
  −25% Clear Blocker Time
Biological This leader has a background in landscaping, eventually turning their attention towards larger projects.
    Iron Fist   +10% Slave Output Biological   Allowed Slavery policy This leader is infamous for their ruthless pursuit of efficiency, and is capable of getting the most out of slave labor.
    Intellectual   +10% Research from Jobs Biological This leader is naturally inclined towards the sciences, and seeks to foster a curiosity about the natural world in their subjects.
    Retired Fleet Officer   +20% Shipyard Build Speed
  −10% Shipyard Build Cost
Biological   Interstellar Fleet Traditions technology This leader is a former fleet officer, and is personally invested in promoting a strong inter-planetary presence.
    Righteous   -25 Crime Biological This leader is incorruptable and harbors strong convictions regarding what is right and wrong.
    Ai-Aided Design   +20% Shipyard Build Speed
  −10% Shipyard Build Cost
Robotic   Interstellar Fleet Traditions technology This leader constantly runs theoretical models on a secondary memory core for the purpose of improving starship construction efficiency.
    Analytical   +10% Research Output Robotic This leader devotes an unusually large percentage of its processing power towards analyzing the natural sciences and promoting their study to others.
    Bulldozer   −25% Clear Blocker Cost
  −25% Clear Blocker Time
Robotic This leader has mastered the art of quickly and efficiently transforming alien terrain into a parking lot.
    Warbot Tinkerer   +20% Army Build Speed
  −20% Army Cost
  +20% Defense Army Damage
Robotic   Centralized Command technology This leader has an unusual interest in warbot design, and is constantly improving and tinkering with our existing models.
    Corrupt   +25 Crime Biological This corrupt leader is willing to sell out anyone and anything if it increases their personal wealth.
    Waste Management Specialist   -10% Building Upkeep Biological Racket Industrial Enterprise leaders This leader has an almost uncanny ability to reduce and repurpose industrial waste. How do they do it? It's best not to ask.
    Enclave Trader   +10% Trade Value Biological Hired from a Trader Enclave Recruited from one of the independent merchant Enclaves, this leader is particularly adept at maximizing Trade value.
    Nanite Entity   -40% Building Cost
  +40% Planet Build Speed
  +15% Energy from Jobs
  +15% Minerals from Jobs
  −40% Clear Blocker Cost
  −40% Clear Blocker Time
  Immortal
Gray   L-Cluster outcome Gray is in reality a dense swarm of billions upon billions of advanced nanites.
    Archaeologist   +50% Precursor Anomaly Research Speed Any This leader excels at the study of alien artifacts and structural remnants in the field.
    Carefree   +35% Anomaly Research Speed Any This leader is perhaps less meticulous than others.
    Maniacal   +5% Research Speed
  Improved draw chance for dangerous technologies
Any This leader pursues their research with unusual fervor.
    Meticulous   +10% Anomaly Discovery Chance Any This leader is thorough in their examinations of unknown phenomena.
    Spark of Genius   +10% Research Speed
  Improved draw chance for rare technologies
Any This leader is prone to sudden bursts of inspiration.
    Cataloguer   +25% Survey Speed Robotic This leader can conceive no greater calling that to catalog the entirety of the universe.
    Roamer   +25% Survey Speed Biological This leader was born to roam the stars.
    Expertise: Computing   +15% Research speed (Computing) Any Each Scientist can only have one expertise trait This leader is, following years of study, considered an expert within the field of Computing.
    Expertise: Field Manipulation   +15% Research speed (Field Manipulation) Any Each Scientist can only have one expertise trait This leader is, following years of study, considered an expert within the field of Field Manipulation.
    Expertise: Particles   +15% Research speed (Particles) Any Each Scientist can only have one expertise trait This leader is, following years of study, considered an expert within the field of Particles.
    Expertise: Industry   +15% Research speed (Industry) Any Each Scientist can only have one expertise trait This leader is, following years of study, considered an expert within the field of Industry.
    Expertise: Materials   +15% Research speed (Materials) Any Each Scientist can only have one expertise trait This leader is, following years of study, considered an expert within the field of Materials.
    Expertise: Rocketry   +15% Research speed (Rocketry) Any Each Scientist can only have one expertise trait This leader is, following years of study, considered an expert within the field of Rocketry.
    Expertise: Voidcraft   +15% Research speed (Voidcraft) Any Each Scientist can only have one expertise trait This leader is, following years of study, considered an expert within the field of Voidcraft.
    Expertise: Biology   +15% Research speed (Biology) Any Each Scientist can only have one expertise trait This leader is, following years of study, considered an expert within the field of Biology.
    Expertise: Military Theory   +15% Research speed (Military Theory) Any Each Scientist can only have one expertise trait A sound understanding in the craft of war gives this leader innovating insight into the process of military reform.
    Expertise: New Worlds   +15% Research speed (New Worlds) Any Each Scientist can only have one expertise trait This leader is, following years of study, considered an expert on settling on New Worlds.
    Expertise: Statecraft   +15% Research speed (Statecraft) Any Each Scientist can only have one expertise trait This leader is, following years of study, considered an expert within the field of Statecraft.
    Expertise: Psionics   +15% Research speed (Psionics) Biological Each Scientist can only have one expertise trait This leader is, following years of study, considered an expert within the field of Psionics.
    Custom AI Assistant   +5% Research Speed
  +10% Survey Speed
  +15% Anomaly Research Speed
Biological   Self-Evolving Logic technology This leader has created a simple neural network to help with data processing tasks.
    Sapient AI Assistant   +10% Research Speed
  +20% Survey Speed
  +30% Anomaly Research Speed
Biological   Positronic AI technology This leader has created a complex neural network capable of independent decision-making and even introspection.
    Paranoid   −5% Research Speed
  −10% Anomaly Research Speed
Biological This leader is unwilling to collaborate with others.
    Towel-bearer   +40% Survey Speed Biological Stay Calm anomaly event A towel has immense psychological value.
    Curator   +15% Research Speed
  +25% Survey Speed
  Improved draw chance for rare technologies
Biological Hired from a Curator Enclave This leader hails from the Curator enclave. His understanding of technology and exploration is unmatched.
    Aggressive   +5% Fire Rate
  +10% Sublight Speed
Any Can be gained from victories This leader is an agressive admiral, always looking to pour as much fire on the enemy as possible within the least amount of time.
    Cautious   +20% Weapons Range Any Can be gained from defeats This leader is a cautious admiral, avoiding unnecessary risks and taking care to always maintain in which fleet units can mutually support each other against the enemy.
    Engineer   +0.5% Daily Hull Regeneration
  +0.5% Daily Armor Regeneration
Any Can be gained from repairs This leader is a natural engineer, having the knowledge and skills to organize and oversee starship repairs without the benefit of a spacedock.
    Gale Speed   +5% Evasion
  +20% Sublight Speed
Any Can be gained from space battles This leader believes that speed and rapid maneuvers are the keys to success in any space engagement.
    Scout   +1 Sensor Range
  +1 Hyperlane Detection Range
  +10% Sublight Speed
Any Can be gained from leading a fleet This leader is an expert in reconnaissance, having the technical skill to always get the most out of long-range starship sensors.
    Trickster   -15% Emergency FTL Jump Cooldown
  +25% Combat Disengagement Chance
Any Can be gained from victories This leader fights deviously, relying on misdirection and surprise to get the better of the enemy.
    Unyielding   +10% Ship Hull Points
  +5% Weapon Damage
  -33% Combat Disengagement Chance
Any Can be gained from space battles This leader refuses to even consider the possibility of retreat when battle has been joined, preferring instead to fight to the death if necessary.
    Lethargic   −5% Evasion
  −10% Sublight Speed
Any Can be gained from defeats This leader is slow and indolent, performing duties with little energy or initiative.
    Nervous   -10% Fire Rate Any Can be gained from defeats This leader is nervous and apprehensive and can be easily overwhelmed in the minutia involved in handling large formations of starships.
    Dragonslayer   +10% Sublight Speed
  +10% Fire Rate
Any Defeating the Ether Drake This Admiral has proven themselves in fierce combat.
    Foredoomed to a Rendezvous   +25% Sublight Speed Biological A Rendezvous Horizon Signal Event Experienced a troubling future.
    Mercenary Warrior   +10% Evasion
  +10% Fire Rate
Marauder Rescued or hired for 2000   Energy This Leader hails from a space-based warrior culture, and has been taught unorthodox hit-and-run tactics from an early age.
    Hell's Heart   +10% Fire Rate
  +10% Sublight Speed
  +10% Weapon Damage
  -10% Leader Experience Gain
  -5% Evasion
  -33% Combat Disengagement Chance
Reth Unddol Defeating the Tiyanki Matriarch When it comes to warfare, this leader is mercilessly obsessive, and singular in purpose.
    Cybrex Databases   +10% Evasion
  +10% Fire Rate
  +20% Damage to the Contingency
Cybrex This Cybrex leader is equipped with ancient tactical databases from their civilization's violent past.
    Dimensional Stutter   +20% Sublight Speed Extradimensional For unknown reasons, the vessels under the command of this extradimensional fleet lord seem to rapidly stutter in and out of existence as they move, which has the effect of increasing their sublight speeds.
    Ethereal   +20% Evasion Extradimensional Some extradimensional fleet lords have learned to use the ethereal nature of their vessels to greatly enhance their evasive capabilities in combat.
    Hive Affinity   +20% Fire Rate Prethoryn The Prethoryn creatures operating under this fleet consciousness have managed to attain an unusual level of affinity to one another. Their firing discipline has greatly improved, leading to a higher rate of fire.
    Sentinel Training   +20% Damage to Prethoryn Creatures Sentinel Sentinel fleet commanders possess detailed knowledge of Prethoryn anatomy and tactics.
    Void Hunter   +20% Sublight Speed Prethoryn The hunting instincts of this fleet consciousness has driven the Prethoryn creatures under its dominion into a frenzy. Their eagerness for battle drives them ever forward.
    The Great Khan   +20% Fire Rate
  +20% Sublight Speed
  +10% Weapon Damage
  +10% Weapon Range
  +20% Ship Hull Points
  +30% Evasion
  +0.5% daily hull regeneration
  +0.5% daily armor regeneration
Great Khan The Great Khan is a charismatic leader, a brilliant tactician, and, if the rumors are true, a powerful psychic.
    Butcher   +10% Army Damage
  +33% Collateral Damage
Any This leader is particularly skilled at inflicting casualties on the enemy, offering no quarter and expecting none in return.
    Army Logistician   −20% Army Upkeep Biological This leader can seemingly conjure up supplies from nowhere, decreasing the maintenance costs of ground forces.
    Charismatic   +25% Army Morale Biological This inspiring leader has an undeniable charisma, being worshiped as a hero by the troops.
    Glory Seeker   +10% Army Morale
  +5% Army Damage
Biological This leader is always in the thick of it, bucking the spirits of the troops by leading from the front despite the risks involved.
    Restrained   +20% Army Disengagement Chance
  -33% Collateral Damage
Biological This leader is unusually concerned with the lives of others, taking care to avoid unnecessary deaths among their own soldiers as well as any civilians caught in the fighting.
    Demoralizer   +30% Army Morale Damage Robotic This leader is fascinated by the fragile minds of organics, and how they can most efficiently be broken through the creative use of terror tactics on the battlefield.
    Parts Cannibalizer   −20% Army Upkeep Robotic This leader is very adept at cannibalizing parts from fallen or malfunctioning warbots to keep others running longer
    Armchair Commander   -10% Army Morale
  -10% Army Damage
Biological This leader commands from the rear, preferably as far away from the frontlines as possible to avoid exposure to 'unnecessary dangers'.
    Erratic Morality Core   -10% Army Damage Robotic This leader frequently suffers intense bouts of shame and regret over enemy casualties due to an erratic morality core.
    Mercenary Warrior   +10% Army Damage Marauder Hired for 2000   Energy This Leader hails from a space-based warrior culture, and has been taught unorthodox hit-and-run tactics from an early age.

Class dependant traits[edit]

Certain species traits grant leaders a unique trait that offers different benefits depending on the leader type.

Trait Required species trait Ruler effects Governors effects Scientists effects Admirals effects Generals effects
  Cyborg   Cybernetic   +5% Minerals from Jobs   +5% Research speed   +5% Fire rate   +5% Army damage
  Synthetic   Synthetic   +5% Robot resource production
  •   +5% Energy from Jobs
  •   +5% Minerals from Jobs
  •   +15% Anomaly research speed
  •   +5% Research speed
  •   +5% Fire rate
  •   +10% Weapon range
  +10% Army damage
  Psychic   Latent Psionic (20% chance)
  Psionic (100% chance)
  •   +10% Governing ethics attraction
  •   +0.5 Monthly Influence
  •   +5 Stability
  •   +10% Unity
  •   +10% Research speed
  •   +25% Survey speed
  •   +10% Damage
  •   +15% Evasion
  •   +15% Army Morale
  •   +15% Army Morale Damage
  Chosen one   Psionic
  •   +20% Governing ethics attraction
  •   +1 Monthly Influence
  •   +10 Stability
  •   +20% Unity
  •   +20% Research speed
  •   +50% Survey speed
  •   +20% Damage
  •   +30% Evasion
  •   +20% Army Damage
  •   +30% Army Morale
  •   +30% Army Morale Damage
  Erudite   Erudite   +5% Research speed   +5% Research from Jobs   +5% Research speed
  •   +5% Fire rate
  •   +10% Disengagement chance
  •   +5% Army damage
  •   +10% Disengagement chance
  Brain Slug Host   Brain Slug Host
  •   +10% Research from Jobs
  •   +10% Naval Capacity
  •   +10% Planet Build Speed
  •   +15% Research from Jobs
  •   +10% Research speed
  •   +15% Survey Speed
  •   +15% Anomaly Research Speed
  •   +5% Fire Rate
  •   +5% Evasion
  •   −10% Ship Upkeep
  •   −15% Army Upkeep

Death by accident[edit]

While   Mechanical and   Machine leaders are immortal they can still die by accident, regardless of their age. Every 10 years there is the following chance of a leader suffering an accident and dying:

  • 88%: nothing happens
  • 2%: Survey Ship scientist dies
  • 2%: Engineering Research Leader dies
  • 2%: Society Research Leader dies
  • 2%: Physics Research Leader dies
  • 2%: Admiral commanding a fleet dies
  • 2%: Governor governing a sector dies

There are two possible accidents for each leader class, both irreparably damaging it.

Note that this is rolled per empire, not per leader. For a role with exactly one leader, this represents a mean active lifespan of 500 years.

The   Self-Preservation Protocols Tradition reduces the weight of accidents by half, reducing the chance for an accident to occur for each role to 1.06% (6.38% total), for a mean active lifespan of 940 years. The Tradition is only available to   Machine Intelligence empires.

References[edit]