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Console:Leader

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This article has been verified for the current console version (1.7) of the game.
Employed leaders
Leader appointed as a ruler

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

RecruitmentEdit

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

A leader other than a Ruler can be recruited for a base cost of 50   influence.

  Population Governance Planet Technology
−50%
  •   Delegated Functions
−33%
−20%
  •   The Living State
  •   The Collective Self
−5%
  •   Talent Acquisition
+20%
  • "Worried Administration" modifier
+25%
  •   Eye for Talent
+50%
  •   Leader Enhancement – Selected Lineages
+100%
  •   Leader Enhancement – Capacity Boosters
  •   Machine

Each empire can only maintain a base of 10 leaders at a time, in addition to the Ruler.

  Population Governance Planet Technology
(invalid bonus type “empire leader capacity” for Template:Bonus table)

Leaders are chosen from a refreshing pool of 3 possible recruits.

(unrecognized string “leader pool size” for Template:Icon) Population Governance Planet Technology
+1
  •   Meritocracy
  •   Pooled Knowledge
  •   Adaptive Bureaucracy

AgeEdit

Each leader has an age in years, which is between 28 and 50 when they are first generated. Leaders have a default guaranteed lifespan of 72 years. Synthetics and certain other cases can make a leader immortal. There is a chance of 1% per month that has passed this of dying, checked every month, for a mean lifespan of about 69 additional months. 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. Certain event resolution choices can also grant an increase in lifespan for all leaders.

Leaders will also die when the science ship, fleet or army they are commanding is destroyed, without any chance to survive.

  Population Governance Planet Technology
  •   Gestalt Consciousness
  •   Chosen One
  •   Synthetic
+80
  •   Venerable
+50
+40
  •   Cybernetic
  •   Increased Lifespan
+25
  •   Resilient
+20
  •   Enduring
  •   Mind and Body
  •   Leader Enhancement – Capacity Boosters
  • "Covenant: Composer of Strands" modifier
+15
  • "Excluding Elixir of Life" modifier
+10
  •   Leader Enhancement – Selected Lineages
  • "Inoculated Population" modifier
  •   Vitality Boosters
+5
  •   Cell Revitalization
−10
  •   Fleeting
  • "Incompatible Inoculations" modifier
−20
  •   Substance Abuser

Skill LevelEdit

The skill level of a leader determines their basic bonuses, which depend on leader type (ruler, governor, etc.). Skill ranges from a minimum of 1 to a maximum of 5, and is increased by 1 after gaining a certain number of experience points, shown in the table below:

Level 1 2 3 4 5
XP 0000 0200 0475 0825 1250

The rate of experience gain is increased by 25% for leaders from species with the "Quick Learners" trait, and reduced by 25% if the leader's species has the "Slow Learners" trait. Further experience gain is acquired for select Lineages Policy. Upon gaining a level, a leader's experience total resets to 0, and he has a chance to gain a leader trait (see below).

The   Leader Skill Levels bonus increases the current level of all leaders but not the maximum level. The base level for new leaders is 1, but that can be increased by traditions and species traits.

Leader types and traitsEdit

Generic leader traitsEdit

These traits are available to all leaders, except rulers and hive mind leaders.

If a leader with the trait Resilient has been elected to be a ruler, his or her traits will be replaced with 2 random ruler traits, including the trait Resilient, that means the ruler may die at 73 years old, which should not happen while the leader is not a ruler.

Initial traits
Name Effect Description
  Adaptable 0+15% Leader Experience Gain This leader is quick to adapt new methods and ideas if they prove superior.
  Resilient 0+25%   Leader Lifespan This leader is resilient and in excellent physical condition, dramatically increasing life expectancy.
  Eager 0−33%   Leader Recruitment Cost This leader is particularly eager for an assignment.
Special event traits
Name Effect Description
  Increased Lifespan 0+40%   Leader Lifespan The powerful psionic energies of the Shroud have slowed the natural aging process of this leader.
  Arrested Development −100% Leader Experience Gain The personal development and skills of this leader seem to have plateaued at their present level.
  Stubborn 0−15% Leader Experience Gain This leader is stubborn and slow to accept new methods and ideas, even if they have proven superior.
  Substance Abuser 0−20%   Leader Lifespan This leader has fallen to substance abuse to cope with the stress, which has had a detrimental effect on physical health.

RulerEdit

Every empire has one character who is designated as its ruler, which gives their trait bonuses to the empire as a whole. Leaders are not recruited, but assigned based on the type of government when a ruler dies or his term expires. Rulers are often selected from among the empire's existing leaders, again depending on authority, or are simply generated as new characters. It is important to remember that rulers have their own specific trait pool, and the leader's prior level (and traits) do not apply for as long as they are ruling. This means that replacements may need to be assigned to counter unexpected 'loss' of senior staff; This can be especially problematic if only Sciensts can become leaders.

In election-based systems, each election generates several candidates. Candidates drawn from the governor, scientist, admiral, or general pools can resume their previous duties once their term is completed; they may either simply return to the leader pool, or they may need to be rehired for the standard   Influence cost. Election candidates can also be associated with political Factions. Several Government Types prefer specific classes of Leaders as Ruler Candidates over others.

While the appearance and name of an empire's first ruler is determined when designing an empire, his or her traits are determined randomly every time a new game starts.

Each ruler skill level provides:

  • -5% edict cost
  • +3% monthly   unity
Initial traits
Name Effect Description
  Architectural Sense
  • −10%   Building Cost
This leader is an architect at heart, investing in more efficient construction practices.
  Battleship Focus
  • −20%   Battleship Build Cost
This leader is intent on promoting the construction of Battleships.

Requires   Battleships.

  Charismatic
  • −20%   Edict Cost
  • +25%   Edict Duration
This leader is exceptionally charismatic, enforcing their will with ease.
  Champion of the People
  • +5%   Happiness (Empire)
This leader seems really to be concerned about the welfare of his people.
  Corvette Focus
  • −20%   Corvette Build Cost
This leader is intent on promoting the construction of Corvettes.
  Cruiser Focus
  • −20%   Cruiser Build Cost
This leader is intent on promoting the construction of Cruisers.

Requires   Cruisers.

  Deep Connections
  • 0+1%   Monthly Influence
This leader is firmly entrenched in the labyrinthine web that makes up the polictical machine.
  Destroyer Focus
  • −20%   Destroyer Build Cost
This leader is intent on promoting the construction of Destroyers.

Requires   Destroyers.

  Expansionist
  • −15% Frontier Outpost Build Cost
  • −15% Colony Influence Cost
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
This leader is known for their insatiable curiosity, valuing space exploration above all else.
  Eye for Talent
  • 0+1% Leader Skill Levels
  • +25% Leader Recruitment Cost
This leader is considered to be unusually perceptive, spotting talent where others see only eccentricity or incompetence.

Requires   Galactic Administration.

  Fertility Preacher
  • +10%   Food
This leader feels strongly about securing and protecting agrarian food sources.
  Fleet Organizer
  • +20%   Naval Capacity
This leader is an expert at organization possessing the necessary micromanagement skills to command very large starship formations.

Requires   Doctrine: Reactive Formations.

  Fortifier
  • −20% Defense Platform Build Cost
  • −20% Defense Platform Upkeep
  • −20% Defense Station Build Cost
  • −20% Defense Station Upkeep
  • −20% Fortress Build Cost
  • −20% Fortress Upkeep
This ruler understands the value in using military station to secure territory.

Requires   Deep Space Outposts.

  From the Ranks
  • 0+1% Army Rank
This leader rose through the ranks of military command.
Disabled in 1.5

Requires   Combat Training.

  Frontier Spirit
  • −35% Colony Ship Build Cost
  • +25% Colony Development Speed
This leader is eager to reign over distant stars.

Requires   New Worlds Protocol.

  Home in the Sky
  • −20%   Spaceport Build Cost
  • −20%   Spaceport Module Cost
This leader reaches for the stars.
  Industrialist
  • +10%   Minerals
This leader has a firm grip on the means of production.
  Investor
  • +10%   Energy Credits
This leader is a shrewd economist, capable of maximizing financial potential.
  Logistic Understanding
  • −5%   Ship Upkeep
  • −10%   Army Upkeep
This leader is well aware of the importance of properly-structured supply chains.

Requires   Doctrine: Fleet Support.

  Military Pioneer
  • −35%   Ship Upgrade Cost
  • −10%   Ship Cost
This leader is enthusiastic about advancements in military technology and ship construction.

Requires   Doctrine: Refit Standards.

  Nervous
  • −20%   Naval Capacity
This leader is nervous and apprehensive and can be easily overwhelmed in the minutia involved in handling large formations of starships.

Requires   Doctrine: Reactive Formations.

  Recruiter
  • +20%   Army Morale
  • −20%   Army Cost
This leader is particularly charismatic, and fresh recruits are practically lining up to serve their nation.

Requires   Centralized Command.

  Reformer
  • +10% monthly   unity
This leader is a reformer, dedicated towards building the society of tomorrow.
  Space Miner
  • −25% Constructor Build Cost
  • −25% Mining Station Build Cost
This leader recognizes just how vital the exploitation of offworld resources is for a star nation.
  Warlike
  • +5% Weapon Damage
  • +10%% Army Damage
This leader does not shy away from conflict reducing the Cede Planet and Cede Frontier Outpost War Demand Costs.
  World Shaper
  • −15% Terraformation Cost
  • −15% Clear Blocker Cost
This leader seeks to remake worlds in their image.

Requires   Terrestrial Sculpting.

Special event traits
Name Effect Description
  Hive Mind
  • +40%   Naval Capacity
The gestalt consciousness that controls the actions of Prethoryn fleets has proven capable of tremendous multi-tasking.
  Cyborg
  • +40%   Leader Lifespan
This leader has been heavily augmented with cybernetic implants that have far greater service lives than the obsolescent organic body parts they replaced.
  Synthetic
  • +30%   Naval Capacity
  • +10%   Happiness (Empire)
This synthetic leader is equipped with a large collection of assorted software upgrades that, among other things, greatly improve administrative efficiency.
  Psychic
  • +10%   Governing Ethics Attraction
This leader is a powerful psychic.
  Chosen One
  • +20%   Governing Ethics Attraction
  • +1%   Monthly Influence
  • +15% monthly   unity
  • Immortal Leader
This leader is the Chosen One, an immortal being that wields incredible psionic power.
  Hive Mind
  • Immortal Leader
This leader is the immortal nexus of the vast cognitive apparatus that constitutes a Hive Mind.

GovernorEdit

A governor administrates a habitable planet or sector, and effects all population and surface construction in it. Their traits focus on populace happiness and efficiency.

Each skill level provides:[1]

  • −5%   Unrest
  • +5%   Building Build Speed
  • −6%   Clear Blocker Time

They gain experience by:[2]

Source XP
Governing a Planet or Sector 3.5 per month
Building constructed 0.5× resources spent
Tile cleared 0.5× resources spent
Planetary edict monthly 0.05× resources spent
POP born 8
Traits
Name Effect Description
  Agrarian Upbringing
  • +10%   Food
  • −20%   Hydroponics Farm Build Cost
This leader was raised around hydroponic farms, and has several ideas on how agrarian yields may be improved.
  Architectural Interest
  • −10%   Building Cost
  • +10%   Building Build Speed
This leader is an architect at heart, investing in more efficient construction practices.
  Army Veteran
  • +20%   Army Build Speed
  • −20%   Army Cost
  • +50%   Garrison Health
This leader is a veteran of the armed forces, with intimate experience of its structural inefficiencies.
  • Requires   Centralized Command
  Environmental Engineer
  • −25%   Clear Blocker Cost
  • −25%   Clear Blocker Time
This leader has a background in landscaping, eventually turning their attention towards larger projects.
  Iron Fist
  • +10%   Slave Mineral Output
  • +10%   Slave Food Output
This leader is infamous for their ruthless pursuit of efficiency, and is capable of getting the most out of slave labor.
  • Requires   Ethical Equations
  Intellectual
  • +10%   Engineering Output
  • +10%   Physics Output
  • +10%   Society Output
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%   Ship Build Speed
  • −10%   Ship Cost
  • −10%   Spaceport Module Cost
This leader is a former fleet officer, and is personally invested in promoting a strong inter-planetary presence.
  • Requires   Interstellar Fleet Traditions
Special event traits
Name Effect Description
  Cyborg
  • +5%   Minerals
  • +5%   Energy Credits
  • +40   Leader Lifespan
This leader is equipped with a large collection of assorted cybernetic implants that, among other things, greatly improve administrative efficiency.
  • Requires (unrecognized string “flesh is weak” for Template:Icon) Flesh is Weak, Ascension Perk.
  Synthetic
  • −10%   Clear Blocker Cost
  • −10%   Clear Blocker Time
  • +5%   Engineering Output
  • +5%   Physics Output
  • +5%   Society Output
  • +25%   Building Build Speed
This synthetic leader is equipped with a large collection of assorted software upgrades that, among other things, greatly improve administrative efficiency.
  Psychic
  • −15   Unrest
This leader is a powerful psychic.
  Chosen One
  • −30   Unrest
  • +5%   Energy Credits
  • +5%   Minerals
  • +15% monthly   unity
  • +30%   Building Build Speed
  • Immortal Leader
This leader is the Chosen One, an immortal being that wields incredible psionic power.

ScientistEdit

A scientist may either manage research in one of the research areas or command a science ship. Research in an area is slowed (-20%) without a scientist leading it, and a science ship cannot preform any of its special functions without a scientist on board (it still operates as scout that can quickly retreat).

Each skill level provides +2%   Research Speed.[1] and increases the chances of success when investigating anomalies.

Experience is gained by:[2]

Source XP
Leading research 3.5 per month
Survey 10
Successful anomaly 100
Completed special project 100
Deep scan 200
Assist research 0.35 per day
Initial traits
Name Effect Description
  Archaeologist
  • Ancient civilization Anomalies:
    • +50%   Anomaly Research Speed
    • −25% Anomaly Fail Risk
This leader excels at the study of alien artifacts and structural remnants in the field.
  Carefree
  • +35%   Anomaly Research Speed
This leader is perhaps less meticulous than others.
  Careful
  • −10% Anomaly Fail Risk
This leader is especially careful when approaching unknown elements.
  Expertise: Biology
  Expertise: Computing This leader is, following years of study, considered an expert within the field of Computing.
  Expertise: Field Manipulation This leader is, following years of study, considered an expert within the field of Field Manipulation.
  Expertise: Industry This leader is, following years of study, considered an expert within the field of Industry.
  Expertise: Materials This leader is, following years of study, considered an expert within the field of Materials.
  Expertise: Military Theory A sound understanding in the craft of war gives this leader innovating insight into the process of military reform.
  Expertise: New Worlds This leader is, following years of study, considered an expert on settling on New Worlds.
  Expertise: Particles This leader is, following years of study, considered an expert within the field of Particles.
  Expertise: Psionics This leader is, following years of study, considered an expert within the field of Psionics.
  • Requires   Psionic Theory
  Expertise: Rocketry This leader is, following years of study, considered an expert within the field of Rocketry.
  Expertise: Statecraft This leader is, following years of study, considered an expert within the field of Statecraft.
  Expertise: Voidcraft This leader is, following years of study, considered an expert within the field of Voidcraft.
  Maniacal
  • 0+5%   Research Speed
This leader pursues their research with unusual fervor.
  Meticulous
  • +10%   Anomaly Discovery Chance
This leader is thorough in their examinations of unknown phenomena.
  Roamer
  • +25%   Survey Speed
This leader was born to roam the stars.
  Spark of Genius
  • +10%   Research Speed
This leader is prone to sudden bursts of inspiration.
  Custom AI Assistant
  • 0+5%   Research Speed
  • +10%   Survey Speed
  • +15%   Anomaly Research Speed
This leader has created a simple neural network to help with data processing tasks.
  • Requires   Self-Aware Logic
  Sentient AI Assistant
  • +10%   Research Speed
  • +20%   Survey Speed
  • +30%   Anomaly Research Speed
This leader has created a complex neural network capable of independent decision-making and even introspection.
  • Requires   Sentient AI
Special event traits
Name Effect Description
  Paranoid
  • 0−5%   Research Speed
  • −10%   Anomaly Research Speed
This leader is unwilling to collaborate with others.
  Towel-bearer
  • +25%   Survey Speed
  • −50% Anomaly Fail Risk
A towel has immense psychological value.
  Curator
  • +15%   Research Speed
  • +25%   Survey Speed
  • −15% Anomaly Fail Risk
This leader hails from the Curator enclave. His understanding of technology and exploration is unmatched.
  Cyborg
  • +5%   Research Speed
  • +40   Leader Lifespan
This leader has been heavily augmented with cybernetic implants, which, among other things, provide real-time neural access to all major databases.
  • Requires (unrecognized string “flesh is weak” for Template:Icon) Flesh is Weak, Ascension Perk.
  Synthetic
  • +10%   Research Speed
  • +25%   Survey Speed
This synthetic leader has been upgraded with an advanced software package, that, among other things, provides real-time neural access to all major research databases.
  Psychic
  • +10%   Research Speed
  • +25%   Survey Speed
This leader is a powerful psychic.'
  Chosen One
  • +20%   Research Speed
  • +30%   Survey Speed
  • Immortal Leader
This leader is the Chosen One, an immortal being that wields incredible psionic power.

AdmiralEdit

Admirals command entire fleets.

Each skill level provides:[1]

  • +5%   Fire Rate

Experience is gained by:[2]

Source XP
Fleet engagement 10
Ship destroyed 0.25
Ship lost 0.1
Initial traits
Name Effect Gained from Description
  Aggressive
  • 0+8%   Fire Rate
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 +10%   Weapons Range 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+2%   Monthly Hull Regeneration
Repairing This leader is a natural engineer, having the knowledge and skills to organize and oversee starship repairs without the benefit of a spacedock.
  Fleet Logistician
  • −10%   Ship Upkeep
Leading a large fleet This leader has mastered the field of logistics, and knows how to manage supplies to keep maintenance costs down.
  Gale Speed
  • 0+5%   Evasion
  • +20%   Sublight Speed
  • +20%   Combat Speed
Battles This leader believes that speed and rapid maneuvers are the keys to success in any space engagement.
  Scout
  • +25%   Sensor Range
  • +20%   Sublight Speed
Exploring This leader is an expert in reconnaissance, having the technical skill to always get the most out of long-range starship sensors.
  Trickster
  • +20%   Combat Speed
  • −50% Emergency FTL Damage
Victories This leader fights deviously, relying on misdirection and surprise to get the better of the enemy.
  Unyielding
  • +10%   Ship Hull Points
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.
Special event traits
Name Effect Gained From Description
  Chosen One
  • +30%   Evasion
  • +15%   Fire Rate
  • Immortal Leader
Shroud Event This leader is the Chosen One, an immortal being that wields incredible psionic power.
  Cyborg
  • +5%   Fire Rate
  • +40%   Leader Lifespan
The Flesh is Weak Ascension Perk This leader is equipped with military-grade cybernetic implants that can interface directly with fleet command and control systems.
  Dimensional Stutter
  • +20%   Sublight Speed
  • +20%   Combat Speed
Extradimensional Admiral 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.
  Dragonslayer
  • +10%   Combat Speed
  • +10%   Fire Rate
Defeating the Ether Drake This Admiral has proven themselves in fierce combat.
  Ethereal
  • +20%   Evasion
Extradimensional Admiral Some extradimensional fleet lords have learned to use the ethereal nature of their vessels to greatly enhance their evasive capabilities in combat.
  Foredoomed to a Rendezvous
  • +25%   Sublight Speed
  • +25%   Combat Speed
Horizon Signal Event Experienced a troubling future.
  Hive Affinity
  • +20%   Fire Rate
Prethoryn Gestalt Patterns 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.
  Lethargic
  • 0−5%   Evasion
  • −10%   Sublight Speed
  • −10%   Fire Rate
Defeats This leader is slow and indolent, performing duties with little energy or initiative.
  Psychic
  • +15%   Evasion
Transcendence Ascension Perk This leader is a powerful psychic, with an uncanny ability to sense where incoming fire will appear.
  Sentinel Training
  • +20%   Damage to Prethoryn Creatures
Sentinel Admiral Sentinel fleet commanders possess detailed knowledge of Prethoryn anatomy and tactics.
  Synthetic
  • +15%0   Fire Rate
Synthetic Evolution Ascension Perk This synthetic leader is equipped with military-grade upgrades that can interface directly with fleet command and control systems.
  Void Hunter
  • +20%   Sublight Speed
  • +20%   Combat Speed
Prethoryn Gestalt Patterns 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.

GeneralEdit

Generals may lead both offensive and defensive armies.

Each skill level provides:[1]

  • +5%   Army Health
  • +5%   Army Damage
  • −5%   Army Upkeep

Experience is gained by:[2]

Source XP
Ground combat 10
Army destroyed 0.25
Army lost 0.1
Traits
Name Effect Description
  Armchair Commander
  • −10%   Army Morale
  • −10%   Army Damage
This leader commands from the rear, preferably as far away from the frontlines as possible to avoid exposure to 'unnecessary dangers.'
  Army Logistician
  • −20%   Army Upkeep
This leader can seemingly conjure up supplies from nowhere, decreasing the maintenance costs of ground forces.
  Butcher
  • +10%   Army Damage
This leader is particularly skilled at inflicting casualties on the enemy, offering no quarter and expecting none in return.
  Charismatic
  • +25%   Army Morale
This inspiring leader has an undeniable charisma, being worshiped as a hero by the troops.
File:Leader trait defender.png Defender
  • +20%   Army Morale on Defense
  • +20%   Army Damage on Defense
This leader is an expert defender, knowing how best to deploy ground units and utilize fortifications to make planetary invasions as difficult as possible for the enemy.
  Glory Seeker
  • +10%   Army Morale
  • 0+5%   Army Damage
This leader is always in the thick of it, bucking the spirits of the troops by leading from the front despite the risks involved.
  Invader
  • +20%   Army Morale on Attack
  • +20%   Army Damage on Attack
This leader has mastered the art of planetary invasions, knowing how to most effectively storm an enemy planet from space.
Special event traits
Name Effect Description
  Chosen One
  • +30%   Army Morale
  • +30%   Army Morale on Attack
  • +20%   Army Damage
  • Immortal Leader
This leader is the Chosen One, an immortal being that wields incredible psionic power.
  Cyborg
  • +10%   Army Damage
  • +40   Leader Lifespan
This leader is equipped with military-grade cybernetic implants that are not only lethal in combat, but also come with a full command and control suite for increased battlefield awareness.
  Psychic
  • +15%   Army Morale
  • +15%   Army Morale on Attack
This leader is a powerful psychic, capable of bolstering the resolve of the troops while at the same time sowing fear and confusion among the enemy.
  Synthetic
  • +10%   Army Morale
  • +10%   Army Damage
This synthetic leader is equipped with military-grade upgrades that are not only lethal in combat, but also come with a full command and control suite for increased battlefield awareness..

Gaining TraitsEdit

Rulers are generated with 2 Ruler traits. Normal leaders turned into Rulers during Elections will be assigned two Leader traits, that will stay with them into future elections but not upon return to

Non-Ruler Leader are generated with 1 Leader trait fitting for their class. There are several ways to gain additional traits. Usually the number of traits is capped at 3, but there are exceptions with very rare Traits (like Dragonslayers for the Dragon Leviathan).

ExperienceEdit

Every time a Leader gains a level, there is a chance to gain a trait. Scientists that are leading research are excluded from this form of Trait gain. A leader can only gain one Trait from Skill gain, but this trait does not follow normal requirements (even Materialists can gain Psionic Expert, for example). The chance to gain a trait depends on the level of the scientist and is higher on higher levels. The chances are for each level: Level 2: 10% Level 3: 14.3% Level 4: 14.3% Level 5: 35.7%

As a result, leaders recruited at a higher starting level have a reduced chance to gain a trait from level up. The chance to not gain a trait from leveling depends on the level the leader was recruited: Level 1: 30.4% Level 2: 47.2% Level 3: 55.1% Level 4: 64.3%

GovernorsEdit

Governors have no additional ways of getting traits besides level up.

ScientistsEdit

Scientists can gain traits from Anomalies and Special Projects. The specifics depend on the project in question.

AdmiralsEdit

Admirals have far more chance of gaining traits in certain ways than other leaders, they can gain traits both from being in command of a fleet and in particular from ending combat while in command. They may even lose negative traits. The requirements for the trait changes are:

Trickster (Victory): Not having unyielding

Aggressive (Victory): Not having Cautious

Unyielding (Victory): Not having Trickster.

Cautious (Defeat): Not having Aggressive.

Unyielding (Defeat & Victory): Not having Nervous.

Gale Speed (Defeat & Victory): Not having Lethargic.

Lethargic (Defeat): Negative Trait. Not having Gale Speed.

Losing Lethargic (Victory): having Lethargic, obviously.

Engineer: Having the technology "Doctrine: Interstellar Warfare"

Logistician: Having more than 1 Ship, while being in port.

Scout: Having more than one ship, when entering a system.

Dragonslayer (Event): Reward from defeating the Ether Drake.

Foredoomed to a Rendezvous (Event): Reward from the Horizon Signal event chain.

GeneralsEdit

Generals have no additional ways of gaining traits besides level up.

ReferencesEdit

  1. 1.0 1.1 1.2 1.3 See in /Stellaris/common/static_modifiers/00_static_modifiers.txt.
  2. 2.0 2.1 2.2 2.3 See in /Stellaris/common/defines/00_defines.txt.