Leader

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This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for Pre-release.

This article is for the PC version of Stellaris only.
File:Employed leaders.png
Employed leaders
Leader appointed as a ruler

A leader is a character which allow boosting certain aspects. They can be deployed to various positions in your empire.

Leader

Leaders have personal traits which can have influence on the outcomes of events and improve certain aspects of your empire. They all have a skill level determining the effectiveness of their traits. Leaders belong to one out of four groups: Governors, Scientists, Admirals and Generals.

Leaders can be recruited by spending Influence. The maximum number of leaders is capped, but the cap can be increased by technology.

A leader becomes more experienced with time, increasing their skill level in the process. When they grow old they die and aren't available for the player anymore. But their life span can be increased by technology.

Depending on the current government type a leader can be appointed as the empire's ruler. A ruler gives bonuses to the whole empire.[1] Leaders are also eligible to become heads of factions.

Governor

A governor can rule over sectors or a single planet. Their traits focus on populace happiness and efficiency.

They are valid rulers for several government types.

Traits

Name Effect Description
Architectural Interest[2]
Architectural Sense[3] Building Cost: -15% This leader is an architect at heart, investing in more efficient construction practices.
Charismatic[2] Edict Cost: -20%
Edict Duraction: +25%
Corvette Focus[4] Corvette Build Cost: -20.0% This leader is intent on promoting the construction of Corvettes.
Expansionist[4] Frontier Outpost Build Cost: -15.0% This leader aims to expand their borders, reducing the Cede Planet and Cede Military Station War Demand Costs.
Fertility Preacher[2] Food: +20%
Investor[2] Energy Credits: +10%
Space Miner[3] Constructor Build Cost: -25%
Mining Station Build Cost: -25%
This leader recognizes just how vital the exploitation of offworld resources is for a star nation.

Scientist

A scientists can be employed to run one of the three research departments. They can also be assigned to a science ship.

They are valid rulers for a technocratic government.

Traits

Name Effect Description
Expertise: Biology[4] Research Speed (Biology): +25.0%[5]
Expertise: Industry[4] Research Speed (Industry): +10.0%[4]
Research Speed (Industry): +25%[2]
This leader is, following years of study, considered an expert within the field of Industry.[4]
A solid understanding of industry is important to forge a strong empire.[2]
Expertise: Materials[2] Research Speed (Materials): +25.0%
Expertise: Military Theory[2] Research Speed (Military Theory): +25.0% A sound understanding in the craft of war gives this leader innovating insight into the process of military reform.
Expertise: New Worlds[4] Research Speed (New Worlds): +10.0% This leader is, following years of study, considered an expert on settling on New Worlds.
Expertise: Particles[3] Research Speed (Particles): +10% This leader is, following years of study, considered an expert within the field of Particles.
Adaptable[2] Leader Experience Gain: +15.0% This leader is quick to adapt new methods and ideas if they prove superior.
Careful[4] Anomaly Fail Risk: -10.0% This leader is especially careful when approaching unkown elements.
Maniacal[4] Research Speed: +10.0%[5]
Meticulous[3]
Resilient[4] Leader Lifespan: +25 Years This leader is resilient and in excellent physical condition, dramatically increasing life expectancy.
Spark of Genius[5] Research Speed: +20.0%
  • italics: data superceded by more recent build

Admiral

An admiral can be appointed to lead a fleet.

They are valid rulers for a military government.

Traits

Name Effect Description
Aggressive[3]
Resilient[5] Leader Lifespan: +25 Years This leader is resilient and in excellent physical condition, dramatically increasing life expectancy.

General

A general leads armies and therefore is useful for defending against invasions and invading other planets.

They are valid rulers for a military government.

References