The Guide To Leaders… Maybe

In the world of competitive gaming, there are no leaders. It’s not a matter of who has more followers or subscribers on Social Media it’s about who can rise to the top and win at all costs. Leaders aren’t always clear in eSports, but they’re worth studying if you want to know how others succeed with their own careers.

The “stellaris leader traits” is a guide to leaders in Stellaris. It is a helpful article that provides information on what certain traits do and how they can be used.

Leaders are often disregarded in favor of obtaining that elusive intelligence governor or engineering scientist who specializes in voidcraft. They are classified into the following groups:

  • Ruler: Decides on benefits for the whole empire, depending on the form of governance.
  • Governors: Provides bonuses to the whole sector.
  • Bonuses for research/survey/dig site/assist research are given to Scientists.
  • Admirals: Provides benefits based on fleet level.
  • Generals: Provides benefits based on army level.

One thing to keep in mind is that as long as you have a leader, even if they are inactive, they must be maintained. If you’re attempting to re-roll for certain qualities, be sure to discard the ones you don’t want to avoid wasting energy credits on maintenance. Let’s take a closer look at each kind and what to anticipate.


Age of the Leader

With a few noteworthy exceptions, distinctive leaders may be found at events, age is a factor in leadership. The rulers of the Hive Mind and the Machine Empire are immortal. Other machine empire presidents are theoretically immortal, although they may “break down” on a rare occasion. This likelihood will be reduced by 50% if you use the Synchronicity tradition tree. A basic age of 80 is set before any modifications are applied. If you hover your mouse over the leader’s age, you’ll see something like this:

3d2janh7ktc81 - The Guide To Leaders... Maybe

Clara… Bouchard may be said to have squandered her chances of immortality.

The winner is a typical game starter person who is above the age of 80. As time passes, the percent probability of dying increases year by year, eventually reaching 2% each month after 20 years. The Death Chance is shown to indicate how probable it is that they will need to be replaced. This data may be utilized to determine whether or not a replacement should be leveled up ahead of time (sending the appropriate trait scientist out to hunt anomalies for example). What occurs after repeatables/genetic re-sequencing is shown at the bottom. Even biological pops may be practically eternal once repeatables reach a certain pace.

It’s worth noting that certain events/anomalies may kill a scientist outright, while some mob events can murder a governor regardless of their age.


Rulers

A complex system that, in my opinion, is either concealed or not as obvious as it should be. Depending on the sort of government, rulers are chosen and continue to rule in different ways:

  • Democratic: Every ten years or when the sovereign dies, a new ruler is chosen.
  • Oligarchic: Every 20 years, a new monarch is chosen, with an emergency election conceivable (megacorps also utilize this)
  • Dictatorial: Leaders are chosen in the same way as in an oligarchy, but fresh elections are held only when the current leader dies.
  • Imperial: A system that relies on inheritance and eliminates the usual flexibility of choice.
  • Gestalt: Immutable rulers who provide the normal gestalt-type empire perks.

Pool of Rulers

Where rulers can from depends not only on the government type but ethics and civics as well. This combination means it’s a rather extensive list. For example militaristic empires will tend towards their Pool of Rulers being admirals and generals. Technocracy will lean towards Scientists. This can be utilized, along with agendas (if that’s what your government supports) to help hone in on more advantageous empire buffs.

Mandates, Agendas, and Personal Characteristics

Outside of Gestalt empires, rulers may have mandates or objectives, and they will all have characteristics. Mandates are duties that the player must do while the ruler is in power in democratic countries. If you complete them, you will get a proper quantity of unity; but, if you fail them, you will not receive that unity. If you’re not at war and don’t have somewhere to establish mining/research stations for the mandate, just deconstruct an outpost with the proper resource/research node. It will demolish the mining stations, but after you re-establish the outpost on it, you may rebuild them. However, if you’re at war, this isn’t an option.

Other government employees function without a set agenda. These are empire-wide perks that are generally tied to the sort of prior leader the player is wearing. Admiral rulers, for example, would favor ship and starbase improvements. These are weighed based on a number of parameters.

Rulers have a variety of characteristics, some of which are technologically required. Some may be obtained during the recruiting process, while others can be obtained through leveling up. As rulers earn experience, they will be able to obtain even more perks.

Ability to Use a Ruler

Rulers get a 5% edict duration boost and a +3% monthly unity bonus every level. Regular rulers earn 5 EXP each month, whereas heirs gain 1 EXP per month in systems that support them. This implies that skill EXP boosts are less useful in heir-based systems, because rulers don’t shift until death and heirs continue to level up while they wait. Even more so in the case of immortal or long-lived creatures.

The levels on rulers become less of a concern with adequate edict duration and unity creation. However, depending on how the new admin cap/unity adjustments play out, it may become more useful.

Elections

Democratic elections are centered on faction leaders, and the player may advocate a particular candidate for 50 influence per support. This is only necessary if the candidate you like is in the lower percentile. With the shadow council civic, this influence cost is reduced to $12. You may choose to do this over time from the empire screen, up until the election is held and the cooldown for supporting the new ruler has not yet expired.

People adored him because of his low-carbohydrate diet.

At a cost of 200 influence, or 50 influence with the shadow council civic, Oligarchic, Megacorp, and Dictatorial enable you to choose whatever candidate you want when the election process takes place.

Research Speed +10% seems to be in good shape.

Should your demands alter, you have the option of holding an emergency election for Oligarchic and Megacorp (war is done and you want to focus on colony expansion for example). Dictatorial rulers do not have this option since they are rulers for life. From the empire screen, you may choose to hold emergency elections:

No, I don’t want your pointless defense pact to annoy me any more.

The shadow council civic does not discount this at 250 influence.


Governors

A governor can only be assigned to a sector, therefore you’ll need to create one if you haven’t already. They create +2% resources, -2 percent empire sprawl from pops, and -3 crime per level. While they are engaged in their role, they get 5 EXP every month. As a result, you’ll want each colony to be in its own sector, with its own governor. You still obtain resource production boosts even if it’s not the perfect characteristic. They may also obtain a new characteristic when they level up, so that’s something else to consider.

The governor should be replaced depending on their degree and influence when it comes to undesirable features. For example, corruption is a -25 crime, yet governors get a +3 per level anti-crime benefit. This implies that higher-level governors may override it, making their replacement less than optimal. A prison colony might likewise be employed to render this point moot.

At the lower levels (I’d estimate 1-3), Arrested Development and Stubborn/Rigid Programming are harmful and should be replaced as soon as feasible. It’s ideal to have a substitute leveled up on the side at higher levels. A sector focused on fortress worlds is good since it is unaffected by the +% production loss.


Scientists

Scientists are allocated to research departments or scientific ships. They obtain a 2% increase in research speed, a 10% increase in survey speed, a +1 archaeology skill, and a 2% increase in research assist output every level. Methods for gaining EXP include:

  • 3.5 per month for the most up-to-date research
  • 3 per month as study assistants
  • 10 points for each survey
  • 50 dollars for each abnormality discovered
  • 100 dollars for each completed customized project
  • 75 dollars for each archaeological site chapter

As a result, it’s occasionally a good idea to keep anomalies around during the early stages of exploration so that they may be utilized to level up scientists you might want to lead study. The same may be said for archeological sites. Sending out scientists to help with research is another last-ditch option if you’re short on that, even if the world isn’t a scientific one (though it will be slightly advantageous for technocracy since you get a science director on every colony). Scientists may perish during archeological digs if their level is too low, therefore acquire one with the archeology trait first, train one on aid research, or switch for a higher level scientist if it’s a critical site like a precursor.

The most common bad consequences for scientists are occurrences, and many of them are so harmful that they should be replaced as soon as possible if you come across one.


Admiral

In general, every fleet should have an admiral assigned to it. They provide a +3% firing rate boost every level. Admirals are a little strange to level, but they shine most in battle. Piracy suppression (provided your empire supports trade value) might help if you can’t locate enough battles. I’ve also seen some strange strategies for admiral power leveling using cryptic cache warping.

Negative characteristics are typically unimportant until you lose a lot of wars. Any with Lethargic should be considered a replacement, while Nervous/Unstable Code Base should be avoided at all costs, since it may nullify three tiers of ship firing rate benefits.


General

You want one allocated to troops so you can get the most out of them, but some empires won’t even consider it. Terravores and civilizations that depend on orbital bombardments to destroy planets may not see any use at all. If you’re using the planetary FTL inhibitor technique of halting enemy fleet development, they might be handy for defending forces. They grant a 5% boost to Army Damage every level.

If you’re planning a large-scale invasion, it’s a good idea to assign numerous generals to each section and level them up that way. You may even use your primary general to tackle larger-scale invasions while using another one with a general to level up in regions with little to no defending force. These may be changed into defensive army roles if you need to defend yourself by dealing more army damage to invading forces.


Level Cap and EXP Bonus

This raises the issue of whether or not EXP leveling and level cap bonuses are beneficial. While it comes to admirals, there’s a strong probability that a number of low-level admirals will be deployed when pushing out fleets. EXP will let them level up quicker, allowing them to obtain greater ship firing rate bonuses as well as extra qualities. Quicker wins = faster leveling = even faster ship firing rate.

Level limit is less helpful in the beginning for governors of non-immortal races with base age modifications since there’s a significant possibility leaders (particularly scientists) will die out before they reach a reasonable cap. Later in the game, when leader lifespan repeatables are available and ascension perks enable you to offset/remove age as a limiting factor, it becomes useful.

Because they don’t have a particular quality to better, Governor EXP up might be useful in more alloy/consumer goods oriented sectors. Depending on your species, the same may be true about energy credits and minerals.

Immortal species may increase the value of level caps since they will (for the most part) remain around long enough to attain them. Having it early on might help to sow the seeds for a larger production output later on. This may also help empires with a large number of research-based colonies get their maximum + percent output modifiers more quickly (lots of research habitats for example). EXP gain may also be utilized to assist more frail lifespan species “catch up” to their original leader values as closely as feasible.

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