This article is for the console version of Stellaris only.
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.
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.
Each empire can only maintain a base of 10 leaders at a time, in addition to the Ruler.
|(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|
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.
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 but can be increased beyond by certain traits, civics, and the leader enhancement policy.
A leader's skill increases after gaining a certain number of experience points, shown in the table below:
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. Upon gaining a level, a leader's experience total resets to 0, and he has a chance to gain a leader trait (see below).
Leader classes and traits
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. Scientists that are leading research are excluded from this form of trait gain. Otherwise, traits can be received from events and anomalies.
The chance to gain a trait depends on the level of the leader and is higher on higher levels. The chances are for each level:
- Level 2: 10% (10/100)
- Level 3: ~14.3% (15/105)
- Level 4: ~21.7% (25/115)
- Level 5+: ~35.7% (50/140)
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.
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 their 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 Scientists 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. Ruler traits are lost when a ruler steps down.
While the appearance and name of an empire's first ruler are determined when designing an empire, his or her traits are determined randomly every time a new game starts.
Each ruler skill level provides:
Rulers gain 2.5 experience per month and heirs gain 0.5 experience per month.
Each skill level provides:
They gain experience by:
|Governing Core Sector 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|
|Agrarian Upbringing||This leader was raised around hydroponic farms, and has several ideas on how agrarian yields may be improved.|
|Architectural Interest||This leader is an architect at heart, investing in more efficient construction practices.|
|Army Veteran||This leader is a veteran of the armed forces, with intimate experience of its structural inefficiencies.
|Environmental Engineer||This leader has a background in landscaping, eventually turning their attention towards larger projects.|
|Iron Fist||This leader is infamous for their ruthless pursuit of efficiency, and is capable of getting the most out of slave labor.
|Intellectual||This leader is naturally inclined towards the sciences, and seeks to foster a curiosity about the natural world in their subjects.|
|Retired Fleet Officer||This leader is a former fleet officer, and is personally invested in promoting a strong inter-planetary presence.
A scientist may either manage research in one of the research areas or command a science ship. Research in an area is slowed by −25% without a scientist leading it, and a science ship cannot perform any of its special functions without a scientist on board (it still operates as a scout that can quickly retreat).
Each skill level provides:
- +2% Research Speed
- +1% Research Output increase when assisting research from a science ship
- Reduced risk and increased chance of success when investigating anomalies
Experience is gained by:
|Leading research||3.5 per month|
|Completed special project||100|
|Assist research||0.35 per day|
|Archaeologist||This leader excels at the study of alien artifacts and structural remnants in the field.|
|Carefree||This leader is perhaps less meticulous than others.|
||This leader is especially careful when approaching unknown elements.|
||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.|
||This leader is, following years of study, considered an expert within the field of Industry.|
||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.|
||This leader is, following years of study, considered an expert within the field of Particles.|
||This leader is, following years of study, considered an expert within the field of Psionics.
||This leader is, following years of study, considered an expert within the field of Rocketry.|
||This leader is, following years of study, considered an expert within the field of Statecraft.|
||This leader is, following years of study, considered an expert within the field of Voidcraft.|
|Maniacal||This leader pursues their research with unusual fervor.|
|Meticulous||This leader is thorough in their examinations of unknown phenomena.|
|Roamer||This leader was born to roam the stars.|
|Spark of Genius||This leader is prone to sudden bursts of inspiration.|
|Custom AI Assistant||This leader has created a simple neural network to help with data processing tasks.
|Sapient AI Assistant||This leader has created a complex neural network capable of independent decision-making and even introspection.
|Special event traits|
|Paranoid||This leader is unwilling to collaborate with others.|
|Towel-bearer||A towel has immense psychological value.|
|Curator||This leader hails from the Curator enclave. His understanding of technology and exploration is unmatched.|
Admirals command entire fleets. They gain new traits based on what they are doing. Unlike other leaders, new admirals can arise following space battles.
Experience is gained by:
Generals may lead both offensive and defensive armies. Their impressive bonuses at higher levels are offset by their reduced uselessness on the galactic scale.
Each skill level provides:
Experience is gained by:
|Armchair Commander||This leader commands from the rear, preferably as far away from the frontlines as possible to avoid exposure to 'unnecessary dangers.'|
|Army Logistician||This leader can seemingly conjure up supplies from nowhere, decreasing the maintenance costs of ground forces.|
|Butcher||This leader is particularly skilled at inflicting casualties on the enemy, offering no quarter and expecting none in return.|
|Charismatic||This inspiring leader has an undeniable charisma, being worshiped as a hero by the troops.|
|Defender||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||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||This leader has mastered the art of planetary invasions, knowing how to most effectively storm an enemy planet from space.|
|Available only with the Utopia DLC enabled.|
Each ascension path offers two unique traits. One available to pops and one available to leaders that offers different benefits depending on the leader type.
Death by Accident
While Synthetic and Machine Intelligence 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%: Sector Leading Governor dies
There are two possible accidents for each leader class, both irreparably damaging it.
The Self-Preservation Protocols Tradition reduces the chance of accidents by half, meaning that every 10 years there is a 94% chance that nothing happens. The Tradition Swap is only available to Machine Intelligence empires.
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