Difference between revisions of "Leader"

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== Recruitment ==
 
== Recruitment ==
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All values in this section can be modified by leader traits, edicts, technology, policies, traditions, civics and ruler traits.
 
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.
 
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.
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== Age ==
 
== Age ==
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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 {{red|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.
 
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 {{red|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.
  
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== Skill Level ==
 
== Skill Level ==
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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.
 
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.
  
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=== Common traits ===
 
=== Common traits ===
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These traits are available to all leaders, except rulers and hive mind leaders.
 
These traits are available to all leaders, except rulers and hive mind leaders.
  
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=== Ruler ===
 
=== Ruler ===
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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 [[Government types|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 Sciensts can become leaders.
 
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 [[Government types|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 Sciensts can become leaders.
  
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=== Governor ===
 
=== Governor ===
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A governor administers the Core Sector or [[sector]]s, and affects all [[population]] and [[Buildings|surface construction]] in it. Their traits focus on populace output and efficiency.
 
A governor administers the Core Sector or [[sector]]s, and affects all [[population]] and [[Buildings|surface construction]] in it. Their traits focus on populace output and efficiency.
  
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=== Scientist ===
 
=== Scientist ===
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A scientist may either manage research in one of the [[Technology#Research areas & resources|research areas]] or command a [[science ship]]. Research in an area is slowed by {{red|−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 scout that can quickly retreat).
 
A scientist may either manage research in one of the [[Technology#Research areas & resources|research areas]] or command a [[science ship]]. Research in an area is slowed by {{red|−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 scout that can quickly retreat).
  
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=== Admiral ===
 
=== Admiral ===
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Admirals command entire fleets. They gain new traits based on what they are doing. Unlike other leaders new admirals can arise following space battles.
 
Admirals command entire fleets. They gain new traits based on what they are doing. Unlike other leaders new admirals can arise following space battles.
  
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=== General ===
 
=== General ===
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Generals may lead both offensive and defensive [[armies]]. Their impressive bonuses at higher levels are offset by their reduced uselessness on the galactic scale.
 
Generals may lead both offensive and defensive [[armies]]. Their impressive bonuses at higher levels are offset by their reduced uselessness on the galactic scale.
  
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=== Ascension traits===
 
=== Ascension traits===
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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.
 
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.
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== Death by Accident ==
 
== Death by Accident ==
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While {{iconify|Synthetic}} and {{iconify|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:
 
While {{iconify|Synthetic}} and {{iconify|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:
  

Revision as of 08:22, 15 December 2017

Version

Outliner top.png
This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 1.9.

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.

Recruitment

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.png influence.

Mod leader influence cost.png Population Governance Planet Technology
−50%
  • Civic machine delegated functions.png Delegated Functions
−33%
  • Leader trait eager.png Eager
  • Leader trait eager.png Newboot
−20%
  • Tech living state.png The Living State
  • Tech collective self.png The Collective Self
−5%
  • Tech repeatable reduced leader cost.png Talent Acquisition
+20%
  • "Worried Administration" modifier
+25%
  • Trait ruler eye for talent.png Eye for Talent
+50%
  • Menu icon policies.png Leader Enhancement – Selected Lineages
+100%
  • Menu icon policies.png Leader Enhancement – Capacity Boosters
  • Auth machine intelligence.png Machine

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

Empire leader capacity.png 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
  • Civic meritocracy.png Meritocracy
  • Civic pooled knowledge.png Pooled Knowledge
  • Tech adaptive bureaucracy.png Adaptive Bureaucracy

Age

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.

Mod leader age.png Population Governance Planet Technology
  • Gestalt consciousness.png Gestalt Consciousness
  • Leader trait psionic chosen one.png Chosen One
  • Trait robotic 3.png Synthetic
+80
  • Venerable.png Venerable
+50
  • Robust.png Robust
+40
  • Trait cybernetic.png Cybernetic
  • Leader trait resilient.png Increased Lifespan
+25
  • Leader trait resilient.png Resilient
+20
  • Enduring.png Enduring
  • Tradition harmony mind and body.png Mind and Body
  • Menu icon policies.png Leader Enhancement – Capacity Boosters
  • "Covenant: Composer of Strands" modifier
+15
  • "Excluding Elixir of Life" modifier
+10
  • Menu icon policies.png Leader Enhancement – Selected Lineages
  • "Inoculated Population" modifier
  • Tech vitality boosters.png Vitality Boosters
+5
  • Tech repeatable improved leader life span.png Cell Revitalization
−10
  • Fleeting.png Fleeting
  • "Incompatible Inoculations" modifier
−20
  • Leader trait substance abuser.png Substance Abuser

Skill Level

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:

Level 1 2 3 4 5 6 7 8 9 10
XP 0000 0200 0475 0825 1250 1750 2325 2975 3700 4500

The rate of experience gain is increased by 25% for leaders from species with the Quick Learners.png Quick Learners trait, and reduced by 25% if the leader's species has the Slow Learners.png 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 1 trait fitting their class. There are several ways to gain additional traits. 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. It is not possible to gain a trait by leveling if the leader already obtained three or more traits through other means such as anomalies but event traits can still be obtained.

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%
  • Level 3: 15%
  • Level 4: 25%
  • Level 4+: 50%

Common traits

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

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 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.png 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 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.png unity

Rulers gain 2.5 experience per month and heirs gain 0.5 experience per month.

Initial traits
Name Effect Description
Trait ruler architectural sense.png Architectural Sense
  • −10% Mod planet building cost mult.png Building Cost
This leader is an architect at heart, investing in more efficient construction practices.
Trait ruler battleship focus.png Battleship Focus
  • −20% Mod spaceport ship build cost mult.png Battleship Build Cost
This leader is intent on promoting the construction of Battleships.

Requires Tech battleships.png Battleships.

Trait ruler charismatic.png Charismatic
  • −20% Mod country edict influence cost.png Edict Cost
  • +25% Mod country edict length mult.png Edict Duration
This leader is exceptionally charismatic, enforcing their will with ease.
Trait ruler champion of the people.png Champion of the People
  • +5% Mod pop happiness.png Happiness (Empire)
This leader seems really to be concerned about the welfare of his people.
Trait ruler corvette focus.png Corvette Focus
  • −20% Mod spaceport ship build cost mult.png Corvette Build Cost
This leader is intent on promoting the construction of Corvettes.
Trait ruler cruiser focus.png Cruiser Focus
  • −20% Mod spaceport ship build cost mult.png Cruiser Build Cost
This leader is intent on promoting the construction of Cruisers.

Requires Tech cruisers.png Cruisers.

Trait ruler deep connections.png Deep Connections
  • 0+1% Influence.png Monthly Influence
This leader is firmly entrenched in the labyrinthine web that makes up the polictical machine.
Trait ruler destroyer focus.png Destroyer Focus
  • −20% Mod spaceport ship build cost mult.png Destroyer Build Cost
This leader is intent on promoting the construction of Destroyers.

Requires Tech destroyers.png Destroyers.

Trait ruler expansionist.png Expansionist
  • −15% Frontier Outpost Build Cost
  • −15% Colony Influence Cost
  • −10% cost for conquest and subjugation war demands (not mentioned in tooltip)
This leader aims to expand their borders, reducing the Outpost build cost and Colony Influence cost.
Trait ruler explorer.png Explorer
  • −25% Mod spaceport ship build cost mult.png Science Ship Build Cost
  • +33% Anomaly research speed.png Anomaly Research Speed
This leader is known for their insatiable curiosity, valuing space exploration above all else.
Trait ruler eye for talent.png 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 Tech galactic administration.png Galactic Administration.

Trait ruler fertility preacher.png Fertility Preacher
  • +10% Food.png Food
This leader feels strongly about securing and protecting agrarian food sources.
Leader trait fleet organizer.png Fleet Organizer
  • +20% Mod fleet size add.png Naval Capacity
This leader is an expert at organization possessing the necessary micromanagement skills to command very large starship formations.

Requires Tech doctrine fleet size 2.png Doctrine: Reactive Formations.

Trait ruler fortifier.png 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 Tech space defense station 1.png Deep Space Outposts.

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

Requires Tech combat training.png Combat Training.

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

Requires Tech colonization 1.png New Worlds Protocol.

Trait ruler home in the sky.png Home in the Sky
  • −20% Mod country spaceport cost mult.png Spaceport Build Cost
  • −20% Mod spaceport module cost mult.png Spaceport Module Cost
This leader reaches for the stars.
Trait ruler industrialist.png Industrialist
  • +10% Minerals.png Minerals
This leader has a firm grip on the means of production.
Trait ruler investor.png Investor
  • +10% Energy Credits.png Energy Credits
This leader is a shrewd economist, capable of maximizing financial potential.
Trait ruler logistic understanding.png Logistic Understanding
  • −5% Mod ship upkeep mult.png Ship Upkeep
  • −10% Mod army upkeep mult.png Army Upkeep
This leader is well aware of the importance of properly-structured supply chains.

Requires Tech doctrine navy size 1.png Doctrine: Fleet Support.

Trait ruler military pioneer.png Military Pioneer
  • −35% Ship upgrade cost.png Ship Upgrade Cost
  • −10% Mod spaceport ship build cost mult.png Ship Cost
This leader is enthusiastic about advancements in military technology and ship construction.

Requires Tech doctrine refit standards.png Doctrine: Refit Standards.

Trait ruler recruiter.png Recruiter
  • +20% Mod army morale.png Army Morale
  • −20% Mod planet army build cost mult.png Army Cost
This leader is particularly charismatic, and fresh recruits are practically lining up to serve their nation.

Requires Tech centralized command.png Centralized Command.

Trait ruler reformer.png Reformer
  • +10% monthly Unity.png unity
This leader is a reformer, dedicated towards building the society of tomorrow.
Trait ruler space miner.png 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.
Leader trait aggressive.png Warlike
  • +5% Weapon Damage
  • +10% Army Damage
  • −5% cost for conquest and subjugation war demands (not mentioned in tooltip)
This leader does not shy away from conflict reducing the Cede Planet and Cede Frontier Outpost War Demand Costs.
Leader trait planet.png World Shaper
  • +25% Terraformation Speed
  • −15% Clear Blocker Cost
This leader seeks to remake worlds in their image.

Requires Tech terrestrial sculpting.png Terrestrial Sculpting.

Leader trait ruler hive mind.png Hive Mind
  • Immortal
This leader is the immortal nexus of the vast cognitive apparatus that constitutes a Hive Mind.

Only starting trait for Auth hive mind.png Hive Minds.

Auth machine intelligence.png Machine Intelligence
  • Immortal
This leader is the core intelligence that oversees and directs all actions in a Machine Empire.

Only starting trait for Auth machine intelligence.png Machine Intelligences.

Governor

A governor administers the Core Sector or sectors, and affects all population and surface construction in it. Their traits focus on populace output and efficiency.

Each skill level provides:[1]

  • +2% Pop Resource Production
  • +5% Mod planet building build speed mult.png Building Build Speed
  • −5% Mod planet clear blocker time mult.png Clear Blocker Time

They gain experience by:[2]

Source XP
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
POP born 8
Traits
Name Effect Description
Leader trait agrarian upbringing.png Agrarian Upbringing
  • +10% Food.png Food
  • −20% Mod planet building cost mult.png Hydroponics Farm Build Cost
This leader was raised around hydroponic farms, and has several ideas on how agrarian yields may be improved.
Leader trait architectural interest.png Architectural Interest
  • −10% Mod planet building cost mult.png Building Cost
  • +10% Mod planet building build speed mult.png Building Build Speed
This leader is an architect at heart, investing in more efficient construction practices.
Leader trait army veteran.png Army Veteran
  • +20% Mod army build speed mult.png Army Build Speed
  • −20% Mod planet army build cost mult.png Army Cost
  • +50% Mod army health.png Garrison Health
This leader is a veteran of the armed forces, with intimate experience of its structural inefficiencies.
  • Requires Tech centralized command.png Centralized Command
Leader trait environmental engineer.png Environmental Engineer
  • −25% Mod planet clear blocker cost mult.png Clear Blocker Cost
  • −25% Mod planet clear blocker time mult.png Clear Blocker Time
This leader has a background in landscaping, eventually turning their attention towards larger projects.
Leader trait iron fist.png Iron Fist
  • +10% Slave mineral output.png Slave Mineral Output
  • +10% Slave food output.png 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 Tech ethical equations.png Ethical Equations
Leader trait intellectual.png Intellectual
  • +10% Engineering Research Engineering Output
  • +10% Physics Research Physics Output
  • +10% Society Research Society Output
This leader is naturally inclined towards the sciences, and seeks to foster a curiosity about the natural world in their subjects.
Leader trait retired fleet officer.png Retired Fleet Officer
  • +20% Mod ship build speed mult.png Ship Build Speed
  • −10% Mod spaceport ship build cost mult.png Ship Cost
  • −10% Mod spaceport module cost mult.png Spaceport Module Cost
This leader is a former fleet officer, and is personally invested in promoting a strong inter-planetary presence.
  • Requires Tech interstellar fleet traditions.png Interstellar Fleet Traditions

Scientist

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 scout that can quickly retreat).

Each skill level provides:

  • +2% Mod country all tech research speed.png Research Speed
  • +1% Research.png Research Output increase when assisting research from a science ship
  • Reduced risk and increased chance of success when investigating anomalies

Experience is gained by:

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
Leader trait archaeologist.png Archaeologist
  • Ancient civilization Anomalies:
    • +50% Anomaly research speed.png Anomaly Research Speed
    • −25% Anomaly Fail Risk
This leader excels at the study of alien artifacts and structural remnants in the field.
Leader trait carefree.png Carefree
  • +35% Anomaly research speed.png Anomaly Research Speed
This leader is perhaps less meticulous than others.
Leader trait careful.png Careful
  • −10% Anomaly Fail Risk
This leader is especially careful when approaching unknown elements.
Biology.png Expertise: Biology
Computing.png Expertise: Computing This leader is, following years of study, considered an expert within the field of Computing.
Field Manipulation.png Expertise: Field Manipulation This leader is, following years of study, considered an expert within the field of Field Manipulation.
Industry.png Expertise: Industry This leader is, following years of study, considered an expert within the field of Industry.
Materials.png Expertise: Materials This leader is, following years of study, considered an expert within the field of Materials.
Military Theory.png Expertise: Military Theory A sound understanding in the craft of war gives this leader innovating insight into the process of military reform.
New Worlds.png Expertise: New Worlds This leader is, following years of study, considered an expert on settling on New Worlds.
Particles.png Expertise: Particles This leader is, following years of study, considered an expert within the field of Particles.
Psionics.png Expertise: Psionics This leader is, following years of study, considered an expert within the field of Psionics.
  • Requires Tech psionic theory.png Psionic Theory
Propulsion.png Expertise: Rocketry This leader is, following years of study, considered an expert within the field of Rocketry.
Statecraft.png Expertise: Statecraft This leader is, following years of study, considered an expert within the field of Statecraft.
Voidcraft.png Expertise: Voidcraft This leader is, following years of study, considered an expert within the field of Voidcraft.
Leader trait maniacal.png Maniacal
  • 0+5% Mod country all tech research speed.png Research Speed
This leader pursues their research with unusual fervor.
Leader trait meticulous.png Meticulous
  • +10% Anomaly discovery chance.png Anomaly Discovery Chance
This leader is thorough in their examinations of unknown phenomena.
Leader trait roamer.png Roamer
  • +25% Mod ship science survey speed.png Survey Speed
This leader was born to roam the stars.
Leader trait lightbulb on.png Spark of Genius
  • +10% Mod country all tech research speed.png Research Speed
This leader is prone to sudden bursts of inspiration.
Leader trait custom AI assistant.png Custom AI Assistant
  • 0+5% Mod country all tech research speed.png Research Speed
  • +10% Mod ship science survey speed.png Survey Speed
  • +15% Anomaly research speed.png Anomaly Research Speed
This leader has created a simple neural network to help with data processing tasks.
  • Requires Tech self aware logic.png Self-Aware Logic
Leader trait sentient AI assistant.png Sentient AI Assistant
  • +10% Mod country all tech research speed.png Research Speed
  • +20% Mod ship science survey speed.png Survey Speed
  • +30% Anomaly research speed.png Anomaly Research Speed
This leader has created a complex neural network capable of independent decision-making and even introspection.
  • Requires Tech sentient ai.png Sentient AI
Special event traits
Name Effect Description
Leader trait paranoid.png Paranoid
  • 0−5% Mod country all tech research speed.png Research Speed
  • −10% Anomaly research speed.png Anomaly Research Speed
This leader is unwilling to collaborate with others.
Leader trait scroll.png Towel-bearer
  • +25% Mod ship science survey speed.png Survey Speed
  • −50% Anomaly Fail Risk
A towel has immense psychological value.
Leader trait curator.png Curator
  • +15% Mod country all tech research speed.png Research Speed
  • +25% Mod ship science survey speed.png Survey Speed
  • −15% Anomaly Fail Risk
This leader hails from the Curator enclave. His understanding of technology and exploration is unmatched.

Admiral

Admirals command entire fleets. They gain new traits based on what they are doing. Unlike other leaders new admirals can arise following space battles.

Each skill level provides +3% Mod ship fire rate mult.png Fire Rate.

Experience is gained by:

Source XP
Fleet engagement 10
Ship destroyed 0.25
Ship lost 0.1
Initial traits
Name Effect Gained from Description
Leader trait aggressive.png Aggressive
  • 0+5% Mod ship fire rate mult.png Fire Rate
  • +10% Combat Speed Combat Speed
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.
Leader trait cautious.png Cautious +20% Mod ship weapon range mult.png 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.
Leader trait engineer.png Engineer
  • 0+2% Mod ship auto repair add.png 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.
Leader trait fleet logistician.png Fleet Logistician
  • −10% Mod ship upkeep mult.png 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.
Leader trait gale speed.png Gale Speed
  • 0+5% Mod ship evasion mult.png Evasion
  • +20% Mod ship speed mult.png Sublight Speed
  • +20% Combat Speed Combat Speed
Battles This leader believes that speed and rapid maneuvers are the keys to success in any space engagement.
Leader trait scout.png Scout
  • +25% Mod planet sensor range mult.png Sensor Range
  • +20% Mod ship speed mult.png 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.
Leader trait trickster.png Trickster
  • +20% Combat Speed Combat Speed
  • −50% Emergency FTL Damage
Victories This leader fights deviously, relying on misdirection and surprise to get the better of the enemy.
Leader trait unyielding.png Unyielding
  • +10% Mod ship hitpoints add.png 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
Leader trait glory seeker.png Dragonslayer
  • +10% Combat Speed Combat Speed
  • +10% Mod ship fire rate mult.png Fire Rate
Defeating the Ether Drake This Admiral has proven themselves in fierce combat.
Leader trait ship.png Foredoomed to a Rendezvous
  • +25% Mod ship speed mult.png Sublight Speed
  • +25% Combat Speed Combat Speed
Horizon Signal Event Experienced a troubling future.
Leader trait lethargic.png Lethargic
  • 0−5% Mod ship evasion mult.png Evasion
  • −10% Mod ship speed mult.png Sublight Speed
Defeats This leader is slow and indolent, performing duties with little energy or initiative.
Leader trait nervous.png Nervous
  • -10% Mod ship fire rate mult.png Fire Rate
Defeats This leader is nervous and apprehensive and can be easily overwhelmed in the minutia involved in handling large formations of starships.
Crisis admiral traits
Name Effect Gained From Description
Leader trait aggressive.png Cybrex Databases
  • +10% Mod ship evasion mult.png Evasion
  • +10% Mod ship fire rate mult.png Fire Rate
  • +20% Damage Damage to the Contingency
Cybrex Admiral This Cybrex leader is equipped with ancient tactical databases from their civilization's violent past.
Leader trait ship.png Dimensional Stutter
  • +20% Mod ship evasion mult.png Evasion
  • +20% Combat Speed 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.
Leader trait ship.png Ethereal
  • +20% Mod ship evasion mult.png 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.
Leader trait aggressive.png Hive Affinity
  • +20% Mod ship fire rate mult.png 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.
Leader trait aggressive.png Sentinel Training
  • +20% Damage Damage to Prethoryn Creatures
Sentinel Admiral Sentinel fleet commanders possess detailed knowledge of Prethoryn anatomy and tactics.
Leader trait ship.png Void Hunter
  • +20% Mod ship speed mult.png Sublight Speed
  • +20% Combat Speed 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.

General

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:

  • +5% Mod army health.png Army Health
  • +5% Mod army damage mult.png Army Damage
  • −5% Mod army upkeep mult.png Army Upkeep

Experience is gained by:

Source XP
Ground combat 10
Army destroyed 0.25
Army lost 0.1
Traits
Name Effect Description
Leader trait armchair commander.png Armchair Commander
  • −10% Mod army morale.png Army Morale
  • −10% Mod army damage mult.png Army Damage
This leader commands from the rear, preferably as far away from the frontlines as possible to avoid exposure to 'unnecessary dangers.'
Leader trait army logistician.png Army Logistician
  • −20% Mod army upkeep mult.png Army Upkeep
This leader can seemingly conjure up supplies from nowhere, decreasing the maintenance costs of ground forces.
Leader trait butcher.png Butcher
  • +10% Mod army damage mult.png Army Damage
This leader is particularly skilled at inflicting casualties on the enemy, offering no quarter and expecting none in return.
Leader trait charismatic.png Charismatic
  • +25% Mod army morale.png Army Morale
This inspiring leader has an undeniable charisma, being worshiped as a hero by the troops.
File:Leader trait defender.png Defender
  • +20% Mod army morale.png Army Morale on Defense
  • +20% Mod army damage mult.png 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.
Leader trait glory seeker.png Glory Seeker
  • +10% Mod army morale.png Army Morale
  • 0+5% Mod army damage mult.png 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.
Leader trait attacker.png Invader
  • +20% Mod army morale.png Army Morale on Attack
  • +20% Mod army damage mult.png Army Damage on Attack
This leader has mastered the art of planetary invasions, knowing how to most effectively storm an enemy planet from space.

Ascension traits

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 Trait robotic 3.png Synthetic and Auth machine intelligence.png 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 Reserach Leader dies
  • 2%: Society Research Leader dies
  • 2%: Physics Reserach 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 Tradition synchronicity self preservation.png 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 Auth machine intelligence.png Machine Intelligence empires.

References

  1. See in /Stellaris/common/static_modifiers/00_static_modifiers.txt.
  2. See in /Stellaris/common/defines/00_defines.txt.
Game concepts