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 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 DLC is enabled, each class can be further specialized into one of three veteran classes. 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 authority empires also have one of these classes, but are not automatically members of the council.
A 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.
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.
Certain anomalies and events can also grant leaders, particularly scientists, lump experience or even free levels.
Experience gain is modified by the following:
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:
A leader can be recruited from the pool for a cost of 100 unity + 50 unity per recruited leader beyond 6 and has 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.
Leader Cap Mechanics[edit | edit source]
Lifespan[edit | edit source]
Each leader has an age in years and has a base guaranteed 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 Lithoids; 5 - 20 years if 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 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:
- Governors can be killed by events if a planet in their sector has the Mob Rule planet modifier
- Scientists can be killed by bad outcomes of Archaeology Sites (~2.9% % chance, depends on the site)
- Admirals have a 10% chance to die when a ship of the largest size in the fleet is destroyed
- Generals have a 2% divided by number of units chance to die each time they lose an army
The following modifiers affect Leader Lifespan:
Death by accident[edit | edit source]
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 single leader suffering a fatal accident:
- 94%: nothing happens
- 2%: Scientist commanding a survey ship dies
- 2%: Admiral commanding a fleet dies
- 2%: Governor governing a planet dies
Machine Intelligence empires can adopt the 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]
|Available only with the Galactic Paragons DLC enabled.|
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:
Gestalt consciousness empires have the following options instead.
|We will endure.||0||Hive Mind|
|Death is no longer an obstacle.||0|
References[edit | edit source]
- ↑ Thus with 50 units, it is 2%/50 chance that the general dies, dev comment
- ↑ 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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