Leader
Version

This article is for the PC version of Stellaris only.
A leader is a named character that leads a significant part of the Empire, as a Governor, Scientist, Admiral or General. The Ruler is a specific subtype of Leader and in many cases is elected from the existing leaders.
The name of a leader can be changed at any time by clicking on it.
Leader classes
![]() |
Please help with verifying or updating this section. It was last verified for version 3.7. |
Leaders are divided into 5 classes that determine their possible assignments, bonuses, experience sources, and available traits.
Class | Bonus per level | Experience gain | Assignment | Notes |
---|---|---|---|---|
![]() |
![]() |
5 per month if ruler 1 per month if heir |
Empire |
|
![]() |
![]() ![]() ![]() ![]() ![]() |
5 per month when governing | Sectors | |
![]() |
![]() ![]() ![]() ![]() ![]() |
3.5 per month when leading research 0.1 per day when assisting research 0.1 per day when assisting cloaking detection 10 per celestial object surveyed 50 per researched anomaly 100 per completed special project 75 per archaeology site chapter |
Research departments Science ships |
|
![]() |
![]() ![]() |
0.05 per day when suppressing piracy 5 per space battle +0.5 per destroyed ship on either side +0.25 per disengaged ship on either side |
Military fleets |
|
![]() |
![]() |
100 per ground battle +0.25 per destroyed army on either side |
Planets Transport fleets |
|
Gaining and losing leaders
Leaders other than Rulers may be dismissed at any time. Dismissal is irreversible. Empires with the Feudal Society civic can never dismiss leaders.
Leader pool
While some events and diplomatic options may give leaders, the most common way to get new leaders is to recruit them from the leader pool. There is one pool for each type of leader, other than Rulers who cannot be recruited directly. Each leader pool will contain 3 leaders, or 4 if the empire has the Delegated Functions civic or the
Master's Teachings: Philosophical Mindset edict (and 5 with both). If a leader is recruited, another one will be added to the pool.
A leader can be recruited from the pool for a cost of 50 unity +
50 unity per recruited leader beyond the initial five (the leader, one governor and three scientists) and has a monthly upkeep of
2 unity. Both costs can be affected by a variety of factors.
Leaders in the pool are replaced at the beginning every game year. Alternatively, it is possible, but potentially expensive, to "re-roll" leaders in the pool by recruiting and immediately dismissing them to generate a replacement.
Once recruited, leaders can be freely assigned to different posts (for example, moving a governor from one planet to another sector), be left without an assignment, or be dismissed.
Lifespan
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. Hovering over a leader's age will show the leader's guaranteed lifespan and current chance to die each month. Rulers of
Gestalt Consciousness empires are immortal.
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 88 years, 6 months.
The following modifiers affect Leader Lifespan:
Death by accident
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 leader suffering a fatal accident:
- 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%: Governor governing a sector dies
Note that this is rolled per empire, not per leader. For a role 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.
![]() |
Available only with the Synthetic Dawn DLC enabled. |
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% (6.38% total), for a mean active lifespan of 940 years.
Skill level
![]() |
Please help with verifying or updating this section. It was last verified for version 3.7. |
The skill level of a leader determines their basic bonuses, which depend on leader type (ruler, governor, etc.). By default, leaders start at level 1 and can increase to level 5. The skill level cap can be increased to a max level of 10 through various traditions, traits, civics, and the leader enhancement policy.
A leader's skill increases after accumulating a certain number of experience points, shown in the table below. Upon gaining a level, a leader's experience total resets to 0 and they have a chance to gain a leader trait. A leader who has previously gained a trait from leveling cannot get another trait from leveling. Leaders who already have three or more traits cannot gain a leader trait.
Level | II | III | IV | V | VI | VII | VIII | IX | X |
---|---|---|---|---|---|---|---|---|---|
XP | 200 | 475 | 825 | 1250 | 1750 | 2325 | 2975 | 3700 | 4500 |
Total XP | 200 | 675 | 1500 | 2750 | 4500 | 6825 | 9800 | 13500 | 18000 |
Trait gain chance (admirals and scientists) | 10% | 14.3% | 21.7% | 35.7% | |||||
Trait gain chance (generals, governors, and rulers) | 20% | 27.3% | 38.5% | 55.6% |
Progenitor Hive leaders gain bonus experience each month as long as they are assigned to a task. The amount is equal to 2.5 times the leader's current level, rounded down, plus between 1 and 7 additional points.
Starting level
The following modify the starting level of leaders:
Leader traits
![]() |
Please help with verifying or updating this section. It was last verified for version 3.7. |
Non-ruler leaders are generated with one pre-existing positive trait suitable for their class. Rulers get two. Every time a leader gains a level, they have a chance to receive an additional trait unless they already have 3 traits.
Some traits are only available when recruiting a leader from the leader pool and can't be gained from level-up, and vice versa. Negative traits will never appear on recruitable leaders.
Immortal leaders that aren't members of a Gestalt Consciousness empire can gain traits with no effect beyond modifying their lifespan, effectively wasting their level-up trait slot with no benefit or penalty. This is most likely to occur with
Mechanical or Namarian leaders.
A leader can gain a trait that's the opposite of one they already have as long as its absence isn't listed as a requirement - a Scientist with a Sapient AI Assistant can also gain a Custom AI Assistant, for example. Since leaders can't start with negative traits and can only gain one trait from level-up, you'll usually only see this happen for opposite traits where both are beneficial.
Governors are significantly more likely to gain a negative trait from level-up since almost half their possible positive traits (5/12) are only available at recruitment.
Common traits
The following traits can be obtained by every leader class
Ruler traits
The following traits can only be obtained by Ruler class leaders.
Trait | Effect | L | Requirements | Opposites | Description |
---|---|---|---|---|---|
![]() |
![]() ![]() ![]() |
![]() |
This leader is an architect at heart, investing in more efficient construction practices. | ||
![]() |
![]() |
![]() |
This leader seems really to be concerned about the welfare of his people. | ||
![]() |
![]() ![]() |
![]() |
This leader is exceptionally charismatic, enforcing their will with ease. | ||
![]() |
![]() |
![]() |
![]() |
This leader is firmly entrenched in the labyrinthine web that makes up the political machine. | |
![]() |
![]() ![]() |
![]() |
This leader aims to expand their borders, reducing the Outpost build cost and Colony Influence cost. | ||
![]() |
![]() ![]() |
![]() |
This leader is known for their insatiable curiosity, valuing space exploration above all else. | ||
![]() |
![]() ![]() |
![]() |
![]() Much more likely than other traits during level-up[1] |
This leader is considered to be unusually perceptive, spotting talent where others see only eccentricity or incompetence. | |
![]() |
![]() ![]() |
![]() |
![]() ![]() |
This leader feels strongly about securing and protecting agrarian food sources. | |
![]() |
![]() |
![]() |
![]() |
![]() |
This leader is an expert at organization possessing the necessary micromanagement skills to command very large starship formations. |
![]() |
![]() ![]() |
![]() |
![]() |
This ruler understands the value in using military station to secure territory. | |
![]() |
![]() ![]() |
![]() |
![]() |
This leader rose through the ranks of military command. | |
![]() |
![]() ![]() |
![]() |
![]() |
This leader is eager to reign over distant stars. | |
![]() |
![]() ![]() |
![]() |
This leader reaches for the stars. | ||
![]() |
![]() |
![]() |
This leader has a firm grip on the means of production. | ||
![]() |
![]() |
![]() |
This leader is a shrewd economist, capable of maximizing financial potential. | ||
![]() |
![]() ![]() |
![]() |
![]() |
This leader is well aware of the importance of properly-structured supply chains. | |
![]() |
![]() ![]() |
![]() |
![]() |
This leader is enthusiastic about advancements in military technology and ship construction. | |
![]() |
![]() ![]() |
![]() |
![]() |
This leader is particularly charismatic, and fresh recruits are practically lining up to serve their nation. | |
![]() |
![]() |
![]() |
This leader is a reformer, dedicated towards building the society of tomorrow. | ||
![]() |
![]() ![]() |
![]() |
This leader recognizes just how vital the exploitation of offworld resources is for a star nation. | ||
![]() |
![]() ![]() |
![]() |
This leader does not shy away from conflict reducing the Cede Planet and Cede Frontier Outpost War Demand costs. | ||
![]() |
![]() ![]() |
![]() |
![]() |
This leader seeks to remake worlds in their image. | |
![]() |
![]() |
![]() |
![]() |
![]() ![]() ![]() |
This leader is intent on promoting the construction of Corvettes. |
![]() |
![]() |
![]() |
![]() |
![]() ![]() ![]() |
This leader is intent on promoting the construction of Destroyers. |
![]() |
![]() |
![]() |
![]() |
![]() ![]() ![]() |
This leader is intent on promoting the construction of Cruisers. |
![]() |
![]() |
![]() |
![]() |
![]() ![]() ![]() |
This leader is intent on promoting the construction of Battleships. |
![]() |
![]() |
![]() |
![]() |
This leader is the immortal nexus of the vast cognitive apparatus that constitutes a Hive Mind. | |
![]() |
![]() |
![]() |
![]() |
This leader is the core intelligence that oversees and directs all actions in a Machine Empire. |
Governor traits
The following traits can only be obtained by Governor class leaders.
Scientist traits
The following traits can only be obtained by Scientist class leaders.
Expertise traits
Expertise traits will grant a scientist +15% Research Speed towards the respective tech tree as well as an increase chance of discovering technologies from it. Each scientist can only have one expertise trait. Expertise traits can be obtained from leveling up if the scientist was not recruited with one.
Trait | Effect | Requirements | Description |
---|---|---|---|
![]() |
![]() |
This leader is, following years of study, considered an expert within the field of Computing. | |
![]() |
![]() |
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 Particles. | |
![]() |
![]() |
This leader is, following years of study, considered an expert within the field of Archaeostudies. | |
![]() |
![]() |
This leader is, following years of study, considered an expert within the field of Biology. | |
![]() |
![]() |
A sound understanding in the craft of war gives this leader innovating insight into the process of military reform. | |
![]() |
![]() |
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 Psionics. |
![]() |
![]() |
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 Industry. | |
![]() |
![]() |
This leader is, following years of study, considered an expert within the field of Materials. | |
![]() |
![]() |
This leader is, following years of study, considered an expert within the field of Propulsion. | |
![]() |
![]() |
This leader is, following years of study, considered an expert within the field of Voidcraft. |
Admiral traits
The following traits can only be obtained by Admiral class leaders.
Trait | Effect | L | Requirements | Opposites | Description |
---|---|---|---|---|---|
![]() |
![]() ![]() |
![]() |
Can be gained from victories (0.6%) | ![]() |
This leader is an aggressive admiral, always looking to pour as much fire on the enemy as possible within the least amount of time. |
![]() |
![]() |
![]() |
Can be gained from defeats (2.8%) | ![]() |
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. |
![]() |
![]() ![]() |
![]() |
![]() Can be gained from repairs (mean time to happen = 240 months) ![]() ![]() |
This leader is a natural engineer, having the knowledge and skills to organize and oversee starship repairs without the benefit of a spacedock. | |
![]() |
![]() |
![]() |
![]() ![]() |
This leader has mastered the field of logistics, and knows how to manage supplies to keep upkeep costs down. | |
![]() |
![]() |
||||
![]() |
![]() ![]() |
![]() |
Can be gained from victories (0.6%) Can be gained from defeats (2.8%) |
![]() |
This leader believes that speed and rapid maneuvers are the keys to success in any space engagement. |
![]() |
![]() ![]() ![]() |
![]() |
![]() Can be gained from being a country's first ship to enter a system (4.8%) |
This leader is an expert in reconnaissance, having the technical skill to always get the most out of long-range starship sensors. | |
![]() |
![]() ![]() ![]() ![]() ![]() |
![]() |
Can be gained from victories (0.6%) | ![]() |
This leader fights deviously, relying on misdirection and surprise to get the better of the enemy. |
![]() |
![]() ![]() ![]() |
![]() |
Can be gained from victories (0.6%) Can be gained from defeats (2.8%) |
![]() ![]() |
This leader refuses to even consider the possibility of retreat when battle has been joined, preferring instead to fight to the death if necessary. |
![]() |
![]() ![]() |
![]() |
Can be gained from defeats (2.8%) Can be lost from victories (0.6%) ![]() ![]() |
![]() |
This leader is slow and indolent, performing duties with little energy or initiative. |
![]() |
![]() |
![]() |
Can be gained from defeats (2.8%) Can be lost from victories (0.6%) ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
This leader is nervous and apprehensive and can be easily overwhelmed in the minutia involved in handling large formations of starships. |
![]() |
Can be gained from defeats (2.8%) Can be lost from victories (0.6%) ![]() ![]() ![]() ![]() ![]() |
This leader suffers from an unstable code base, resulting in jittery and sometimes illogical behavior. | |||
![]() |
![]() ![]() ![]() |
![]() |
![]() |
Vigilant crews stand ready to detect enemy fleets daring to attempt furtive and cowardly incursions. | |
![]() |
![]() |
![]() |
![]() |
With a righteous commander at the helm, fleets stand ready to avenge any insult to our sovereignty. | |
![]() |
![]() |
![]() |
![]() |
Courageous crews hold the line against invaders, ready to repel anyone foolish enough to invade our domain! |
Crisis admiral traits
The following traits are only available to admirals belonging to a crisis or the unique factions fighting them.
Trait | Effect | Requirements | Description | |
---|---|---|---|---|
![]() |
![]() ![]() ![]() |
Cybrex leaders | This Cybrex leader is equipped with ancient tactical databases from their civilization's violent past. | |
![]() |
![]() |
Extradimensional Invader leaders | 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. | |
![]() |
![]() |
Extradimensional Invader leaders | Some extradimensional fleet lords have learned to use the ethereal nature of their vessels to greatly enhance their evasive capabilities in combat. | |
![]() |
![]() |
Prethoryn Scourge leaders | 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. | |
![]() |
![]() |
Sentinel Order leaders | Sentinel fleet commanders possess detailed knowledge of Prethoryn anatomy and tactics. | |
![]() |
![]() |
Prethoryn Scourge leaders | 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 traits
The following traits can only be obtained by General class leaders.
Trait | Effect | L | Requirements | Opposites | Description |
---|---|---|---|---|---|
![]() |
![]() |
![]() |
![]() ![]() |
This leader can seemingly conjure up supplies from nowhere, decreasing the maintenance costs of ground forces. | |
![]() |
![]() |
This leader is very adept at cannibalizing parts from fallen or malfunctioning warbots to keep others running longer | |||
![]() |
![]() ![]() |
![]() |
![]() ![]() |
![]() ![]() |
This leader is particularly skilled at inflicting casualties on the enemy, offering no quarter and expecting none in return. |
![]() |
![]() ![]() |
![]() |
![]() ![]() ![]() ![]() |
![]() |
This leader is unusually concerned with the lives of others, taking care to avoid unnecessary deaths among their own soldiers as well as any civilians caught in the fighting. |
![]() |
![]() |
![]() |
![]() ![]() |
This inspiring leader has an undeniable charisma, being worshiped as a hero by the troops. | |
![]() |
![]() ![]() |
![]() |
![]() ![]() |
![]() |
This leader is always in the thick of it, bucking the spirits of the troops by leading from the front despite the risks involved. |
![]() |
![]() |
![]() |
![]() More likely from level-up (weight x2)[6] |
![]() |
This leader is fascinated by the fragile minds of organics, and how they can most efficiently be broken through the creative use of terror tactics on the battlefield. |
![]() |
![]() ![]() |
![]() |
![]() ![]() ![]() ![]() |
![]() ![]() |
This leader commands from the rear, preferably as far away from the frontlines as possible to avoid exposure to 'unnecessary dangers'. |
![]() |
![]() |
![]() |
![]() |
![]() |
This leader frequently suffers intense bouts of shame and regret over enemy casualties due to an erratic morality core. |
Special traits
These traits are only available from events or on specific unique species or leaders.
Class | Trait | Effect | Requirements | Description | DLC |
---|---|---|---|---|---|
Added by a species trait | |||||
![]() |
![]() |
![]() ![]() |
![]() |
From its extensive military education, this leader understands how to maximize the efficiency of ships and soldiers alike. | ![]() |
![]() |
![]() |
![]() ![]() |
![]() |
Subjected since its creation to a military education regimen so intense few could endure it, this leader wields excellent martial and leadership abilities. | ![]() |
![]() |
![]() |
![]() ![]() |
![]() |
From its specialized military education, this leader holds an above-average understanding of martial procedures and how best to optimize them. | ![]() |
Added by an event | |||||
![]() |
![]() |
![]() |
Stay Calm anomaly event | A towel has immense psychological value. | |
![]() |
![]() |
![]() ![]() ![]() |
Ruined Station Archaeology Site outcome | There is no such thing as a hardware problem that liberal use of the boot will not fix. | |
![]() |
![]() |
![]() |
Archaeology Site bad outcome | This leader has sustained irreversible physical injury that has lowered their life expectancy significantly. | ![]() |
![]() |
![]() |
![]() ![]() ![]() |
Archaeology Site bad outcome | Recently sustained psychological trauma is interfering with this leader's performance. | ![]() |
![]() |
![]() |
![]() |
Destroying a Caravan | This leader has ample experience stopping the flighty Caravaneer fleets dead in their tracks. | ![]() |
![]() |
![]() |
![]() ![]() |
Defeating the Ether Drake | This Admiral has proven themselves in fierce combat. | ![]() |
![]() |
![]() |
![]() |
A Rendezvous Horizon Signal Event | Experienced a troubling future. | |
![]() |
![]() |
![]() |
Defeating the Ether Drake without an admiral in the fleet | This Leader has seen intense combat, and lived to tell the tale. | ![]() |
![]() |
![]() |
![]() ![]() ![]() |
Observation event | Having gazed into the abyss, this general possesses a keen and tempered mind. | ![]() |
![]() |
![]() |
![]() ![]() |
Observation event | Coming from a Pre-FTL country, this leader has displayed an exceptionally keen mind for business. | ![]() |
![]() |
![]() |
![]() ![]() ![]() ![]() |
Observation event | Having gazed into the abyss, this governor possesses unshakeable faith. | ![]() |
Any | ![]() |
![]() |
Shroud event | The powerful psionic energies of the Shroud have slowed the natural aging process of this leader. | ![]() ![]() |
On certain recruitable leaders | |||||
![]() |
![]() |
![]() |
Hired from a ![]() ![]() |
Recruited from one of the independent merchant Enclaves, this leader is particularly adept at maximizing Trade value. | ![]() |
![]() |
![]() |
![]() ![]() |
Hired from the ![]() ![]() |
A level nine Shakvah with enhanced mind focus and inner gaze... | ![]() |
![]() |
![]() |
![]() |
Hired from ![]() |
This leader has an almost uncanny ability to reduce and repurpose industrial waste. How do they do it? It's best not to ask. | ![]() |
![]() |
![]() |
![]() ![]() ![]() |
Hired from a ![]() ![]() |
This leader hails from the Curator enclave. His understanding of technology and exploration is unmatched. | ![]() ![]() |
Unique to a specific leader | |||||
![]() |
![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Gray L-Cluster outcome | Gray is in reality a dense swarm of billions upon billions of advanced nanites. | ![]() |
![]() |
![]() |
![]() ![]() ![]() ![]() ![]() |
Hidden Worlds Archaeology Site outcome | The Oracle sees all. | ![]() |
![]() |
![]() |
![]() ![]() ![]() ![]() ![]() ![]() |
Defeating the Tiyanki Matriarch![]() ![]() ![]() ![]() |
When it comes to warfare, this leader is mercilessly obsessive, and singular in purpose. | ![]() |
![]() |
![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Great Khan | The Great Khan is a charismatic leader, a brilliant tactician, and, if the rumors are true, a powerful psychic. | ![]() |
Class dependent traits
Certain events and species traits grant leaders a unique trait that offers different benefits depending on the leader class. Some leader traits are incompatible with one another and will not be added to its leaders, but have full effect on pops as species traits.
The Erudite leader trait will not be added and will not give its leader class bonus if added to a species with the
Cybernetic or either of the
Psionic traits.
The Brain Slug Host leader trait will not be added and will not give its leader class bonus if added to a species with the
Cybernetic trait.
The Brain Slug Host leader trait has 20% of appearing on any leader of any species in the leader pool in the empire that embraced and accepted the Neural Symbiosis event regardless if the species have the trait or not, but leaders with the
Brain Slug Host trait will not appear outside of the original empire.
The Psychic leader trait is replaced by a more powerful psionic trait when a leader becomes the Chosen One
in a Shroud vision or becomes the Chosen of one of the four shroud entitites
through Covenant progression. The traits for being the Chosen One and the Chosen of an entity stack, should a leader be fortunate enough to be chosen by both.
Trait | Requirements | ![]() |
![]() |
![]() |
![]() |
![]() |
---|---|---|---|---|---|---|
![]() |
![]() |
![]() |
![]() |
![]() | ||
![]() |
![]() |
![]() |
![]() |
|||
![]() |
![]() |
|||||
![]() |
![]() |
![]() |
![]() |
![]() |
||
![]() |
![]() |
|||||
![]() |
![]() |
|||||
![]() |
![]() |
![]() |
||||
![]() |
![]() |
![]() |
||||
![]() |
![]() |
![]() | ||||
![]() |
![]() |
![]() |
||||
![]() |
![]() |
![]() |
![]() |
|||
![]() |
![]() ![]() |
![]() |
![]() |
![]() |
![]() | |
![]() |
![]() |
![]() |
![]() |
![]() |
Unique leaders
A few leaders can be obtained through events and, unless the empire's main species has traits that give unique bonuses to leader classes, are usually superior to regular leaders.
Leader | Class | Level | Age | Traits | Source | Portrait notes |
---|---|---|---|---|---|---|
![]() |
![]() |
3 | 1 | ![]() ![]() |
Buried in the Sand anomaly | Uses the generic robot portrait if ![]() |
![]() |
![]() |
3 | random | ![]() |
Cold Wastes anomaly | Matches primary species |
![]() |
![]() |
5 | random | ![]() ![]() |
The Winter of the Fallen anomaly | |
![]() |
![]() |
6 | random | ![]() |
Abduction Proposal observation event | |
![]() |
![]() |
10 | 65 | ![]() ![]() ![]() |
Shielded Militant Isolationists world (25% chance) | Matches primary species of Militant Isolationists |
![]() |
![]() |
3 | random | ![]() |
![]() |
Uses the generic robot portrait if ![]() |
![]() |
![]() |
4 | 709 | ![]() ![]() |
![]() |
Uses the generic robot portrait if ![]() |
![]() |
![]() |
5 | random | ![]() ![]() |
![]() |
Uses a ![]() ![]() |
![]() |
![]() |
10 | random | ![]() |
![]() |
Matches primary species |
![]() |
![]() |
5 | random | ![]() |
![]() |
Uses a different ![]() |
![]() |
![]() |
5 | random | ![]() |
![]() |
References
- ↑ Eye for Talent has a weight of 100 while all other
Ruler traits have a weight of 5.
- ↑ Yes, that's an
admiral trait despite this being a different kind of leader.
- ↑ 3.0 3.1 Leader.18, the event in Stellaris/events/leader_events_1.txt that's supposed to grant this skill from leading a fleet (mean time to happen = 240 months), is commented out in 3.03.
- ↑ The commented out leader event leader.16 attempts to grant the similarly-named
Ruler trait
Fleet Organizer from leading a fleet of more than one ship (mean time to happen = 240 months).
- ↑ 5.0 5.1 Yes, the code checks for the
Ruler trait despite this being a different kind of leader (3.04).
- ↑ This is because it replaces two different traits (both of the ones that give increased moral), instead of the normal 1:1
Machine Intelligence trait swap.
Exploration | Exploration • FTL • Anomaly • Archaeological site • Relics • Pre-FTL species • Fallen empire • Events • Spaceborne aliens • Guardians • Marauders • Caravaneers |
Celestial bodies | Celestial body • Colonization • Terraforming • Planetary features • Planet modifiers |
Species | Species • Traits • Population • Pop modification • Species rights • Ethics |
Governance | Empire • Government • Civics • Policies • Edicts • Leader • Factions • Technology • Traditions • Situations |
Economy | Economy • Planetary management • Districts • Buildings • Holdings • Jobs • Designation • Trade • Megastructures |
Diplomacy | Diplomacy • Relations • Galactic community • Federations • Subject empires • Intelligence • AI personalities |
Warfare | Warfare • Space warfare • Land warfare • Starbase • Ship • Ship designer • Crisis |
Others | The Shroud • L-Cluster • Unique systems • Preset empires • AI players • Easter eggs |