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.
Gaining and losing leaders[編輯 | 編輯原始碼]
All values in this section can be modified by leader traits, edicts, technology, policies, traditions, civics, and ruler traits.
Leaders other than Rulers may be dismissed at any time. Dismissal is irreversible.
Leader pool[編輯 | 編輯原始碼]
While some events and diplomatic options may give leaders, the most common way to get 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
A leader can be recruited from the pool for a cost of 50
Source | Cost |
---|---|
|
-50% |
Newboot leader trait | -50% |
Selected Lineages Leader Enhancement policy | +50% |
Capacity Boosters Leader Enhancement policy | +100% |
Leaders in the pool are replaced every 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.
Each Leader save for the Ruler has a monthly upkeep of 2
Lifespan[編輯 | 編輯原始碼]
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.
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.
Hovering over a leader's age will show the leader's guaranteed lifespan and current chance to die each month. Rulers of Gestalt empires are immortal.
The following modifiers affect Leader Lifespan:
Source | |
Requirements | DLC |
---|---|---|---|
|
Immortal | ||
|
Immortal | |
|
|
Immortal | Shroud vision outcome | |
Namarian | Immortal | ||
|
+80 | ||
|
+80 | |
|
|
+50 | ||
|
+50 | |
|
|
+40 | |
|
|
|||
|
+30 | Pre-sapient species | |
Capacity Boosters |
+20 | Capacity Boosters technology Egalitarian |
|
Covenant: Composer of Strands | +20 | Shroud vision outcome | |
|
+20 | ||
|
+20 | Irassian Concordat precursor event chain | |
Mind and Body | +20 | Harmony tradition | |
Cloned Organs | +20 | Synchronicity tradition |
|
Ageless | +15 | Science Nexus Fountain of Youth event chain special project |
|
Inoculated Population | +10 | Request from the Ancient Caretakers fallen empire | |
|
+10 | Orbital Speed Demon anomaly event | |
Selected Lineages policy | +10 | Selected Lineages technology |
|
|
+10 | |
|
|
+10 | ||
|
+5 per level | ||
|
-10 | |
|
-25 | |
||
|
-20 | ||
|
-40 | |
|
|
-40 |
Initial age[編輯 | 編輯原始碼]
The initial age of a new leader can vary. The
Death by accident[編輯 | 編輯原始碼]
While
- 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: remove each leader before the decade begins then returning the leaders after a month passes.
只可用於 Synthetic Dawn DLC 已啟用。 |
Skill level[編輯 | 編輯原始碼]
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. The skill cap can be increased to a max level of 10 through certain 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% |
Leader experience gain[編輯 | 編輯原始碼]
The following modifiers affect the speed at which a leader gains experience:
Leader level cap[編輯 | 編輯原始碼]
The following modifiers can raise the leader level cap, up to a maximum of ten:
Source | Cap | Notes |
---|---|---|
Capacity Boosters |
+2 | |
|
+2 | Ruler |
|
+2 | Requires |
Science Division tradition | +2 | Scientists |
Colonial Viceroys tradition | +2 | Governor |
Grand Council tradition | +2 | Ruler |
War Games tradition | +2 | Admirals |
|
+1 | |
|
+1 | |
|
+1 | Governors |
|
+1 | Admirals |
|
+1 | |
|
+1 | |
|
+1 | |
|
+1 | |
Polytechnic Education tradition | +1 | |
Mind and Body tradition | +1 | |
Transcendent Learning ascension perk | +2 | |
Selected Lineages |
+1 | |
|
+1 | Requires |
Dragonbane general trait | +1 | Generals |
|
+1 | |
|
+1 | |
|
+1 | Marvels of Medicine event outcome |
Martial Alliance level 3 members perk | +1 | Admirals |
Percussive Maintainer | -1 | Ruined Station Archaeology Site outcome |
Arrested Development | -2 |
Leader classes[編輯 | 編輯原始碼]
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 |
---|---|---|---|---|
Ruler | File:Mod edict cap add.png +5 Edict Fund | 5 per month if ruler 1 per month if heir |
Empire |
|
Governor | +2% Resources from Jobs -2% Empire Sprawl from Pops -3 Crime |
5 per month when governing | Sectors |
|
Scientist | +2% Research Speed +10% Survey Speed +1 Archaeology skill +2% Research Assist Output |
3.5 per month when leading research 0.1 per day when assisting research 10 per celestial object surveyed 50 per researched anomaly 100 per completed special project 75 per archaeology site chapter |
Research departments Science ships |
|
Admiral | +3% Fire Rate | 0.05 per day when suppressing piracy 5 per space battle
|
Military fleets |
|
General | +5% Army Damage | 100 per ground battle
|
Planets Transport fleets |
|
Leader traits[編輯 | 編輯原始碼]
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.
- Have already gained a trait via level-up.
Some traits are only available when recruiting a leader from the leader pool and can't be gained from level-up, and vice versa.
Immortal leaders that aren't members of a
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.
Class | Trait | Effect | R | L | Requirements | Opposites | Description |
---|---|---|---|---|---|---|---|
Generic Leader traits | |||||||
Any | Adaptable | +25% Leader experience gain | |
|
This leader is quick to adapt new methods and ideas if they prove superior. | ||
Flexible Programming | |
Rigid Programming | This leader has unusually flexible programming, and is capable of quickly adapting new methods and procedures if they prove superior. | ||||
Any | Eager | −50% Leader cost −50% Leader upkeep |
|
This leader is particularly eager for an assignment. | |||
Newboot | |
This leader was only recently upgraded to a sufficiently autonomous state to allow for command positions. | |||||
Any | Resilient | +25 Leader lifespan | |
|
This leader is resilient and in excellent physical condition, dramatically increasing life expectancy. | ||
Any | Arrested Development | −2 Leader Level Cap | |
The personal development and skills of this leader seem to have plateaued at their present level. | |||
Any | Stubborn | −25% Leader experience gain | |
|
This leader is stubborn and slow to accept new methods and ideas, even if they have proven superior. | ||
Rigid Programming | |
Flexible Programming | This leader has particularly rigid programming that only rarely permits behavioral modifications, even when such changes would improve efficiency. | ||||
Any | Substance Abuser | −20 Leader lifespan | Philosopher King if Ruler or Governor |
Resilient | This leader has fallen to substance abuse to cope with the stress, which has had a detrimental effect on physical health. | ||
Ruler traits | |||||||
Architectural Sense | −10% Building cost −10% District cost +10% Planet building speed |
This leader is an architect at heart, investing in more efficient construction practices. | |||||
Champion of the People | +5% Happiness | This leader seems really to be concerned about the welfare of his people. | |||||
Charismatic | −10% Edict cost +20% Edict Duration |
This leader is exceptionally charismatic, enforcing their will with ease. | |||||
Deep Connections | +1 Monthly Influence | |
This leader is firmly entrenched in the labyrinthine web that makes up the political machine. | ||||
Expansionist | −15% Outpost Build cost −15% Starbase Influence cost |
This leader aims to expand their borders, reducing the Outpost build cost and Colony Influence cost. | |||||
Explorer | −25% Science Ship Build cost +33% Anomaly Research Speed |
This leader is known for their insatiable curiosity, valuing space exploration above all else. | |||||
Eye for Talent | +1 Leader Skill Levels +20% Leader experience gain |
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. | ||||
Fertility Preacher | +10% Food from Jobs +5% Pop Growth Speed |
|
This leader feels strongly about securing and protecting agrarian food sources. | ||||
Fleet Organizer | +15% Naval Capacity | |
|
This leader is an expert at organization possessing the necessary micromanagement skills to command very large starship formations. | |||
Fortifier | −10% Starbase Upgrade cost −33% Defense Platform Build cost |
Deep Space Outposts technology | This ruler understands the value in using military station to secure territory. | ||||
From the Ranks | +20% Army morale +33% Army experience gain |
|
This leader rose through the ranks of military command. | ||||
Frontier Spirit | −35% Colony Ship Build cost +25% Colony Development Speed |
|
This leader is eager to reign over distant stars. | ||||
Home in the Sky | −20% Starbase Module Build cost −10% Starbase Upgrade cost |
This leader reaches for the stars. | |||||
Industrialist | +10% Empire Mineral Production | This leader has a firm grip on the means of production. | |||||
Investor | +10% Trade Value | This leader is a shrewd economist, capable of maximizing financial potential. | |||||
Logistic Understanding | −5% Ship Upkeep −10% Army upkeep |
|
This leader is well aware of the importance of properly-structured supply chains. | ||||
Military Pioneer | −10% Ship Upgrade cost −10% Shipyard Build cost |
Doctrine: Refit Standards technology | This leader is enthusiastic about advancements in military technology and ship construction. | ||||
Recruiter | +50% Army Build Speed −20% Army cost |
|
This leader is particularly charismatic, and fresh recruits are practically lining up to serve their nation. | ||||
Reformer | +10% Monthly Unity | This leader is a reformer, dedicated towards building the society of tomorrow. | |||||
Space Miner | +10% Mining Station Output −25% Mining Station Build cost |
This leader recognizes just how vital the exploitation of offworld resources is for a star nation. | |||||
Warlike | +5% Ship weapons damage +10% Army damage |
This leader does not shy away from conflict reducing the Cede Planet and Cede Frontier Outpost War Demand costs. | |||||
World Shaper | +25% Terraforming Speed −15% Clear blocker cost |
|
This leader seeks to remake worlds in their image. | ||||
Corvette Focus | −20% Corvette Build cost | Destroyers technology |
|
This leader is intent on promoting the construction of Corvettes. | |||
Destroyer Focus | −20% Destroyer Build cost | Destroyers technology |
|
This leader is intent on promoting the construction of Destroyers. | |||
Cruiser Focus | −20% Cruiser Build cost | Cruisers technology |
|
This leader is intent on promoting the construction of Cruisers. | |||
Battleship Focus | −20% Battleship Build cost | Battleships technology |
|
This leader is intent on promoting the construction of Battleships. | |||
Hive Mind | Immortal | |
This leader is the immortal nexus of the vast cognitive apparatus that constitutes a Hive Mind. | ||||
|
Immortal | |
This leader is the core intelligence that oversees and directs all actions in a Machine Empire. | ||||
Governor traits | |||||||
Agrarian Upbringing | +10% Food from Jobs | |
This leader was raised around hydroponic farms, and has several ideas on how agrarian yields may be improved. | ||||
Architectural Interest | −10% Building cost −10% District cost +10% Planet Build Speed |
This leader is an architect at heart, investing in more efficient construction practices. | |||||
Army Veteran | +20% Army Build Speed −20% Army cost +20% Defense Army damage |
|
|
This leader is a veteran of the armed forces, with intimate experience of its structural inefficiencies. | |||
Warbot Tinkerer | |
|
This leader has an unusual interest in warbot design, and is constantly improving and tinkering with our existing models. | ||||
Unifier | +10% Unity from Administrators | |
This leader is peculiarly good at making sure everyone around are on the same page. | ||||
Mindfulness | |
This drone entity has the ability to improve synaptic connections in its vicinity. | |||||
Amplifier | |
This unit has the ability to boost unifying data flows in its vicinity. | |||||
Environmental Engineer | −25% Clear blocker cost +25% Clear blocker speed |
|
This leader has a background in landscaping, eventually turning their attention towards larger projects. | ||||
Bulldozer | |
This leader has mastered the art of quickly and efficiently transforming alien terrain into a parking lot. | |||||
Iron Fist | +10% Slave pop resource output | Allowed Slavery policy |
This leader is infamous for their ruthless pursuit of efficiency, and is capable of getting the most out of slave labor. | ||||
Intellectual | +10% Research from Jobs | |
This leader is naturally inclined towards the sciences, and seeks to foster a curiosity about the natural world in their subjects. | ||||
Analytical | |
This leader devotes an unusually large percentage of its processing power towards analyzing the natural sciences and promoting their study to others. | |||||
Retired Fleet Officer | +20% Shipyard Build Speed −10% Shipyard Build cost |
|
Army Veteran | This leader is a former fleet officer, and is personally invested in promoting a strong inter-planetary presence. | |||
Ai-Aided Design | |
|
This leader constantly runs theoretical models on a secondary memory core for the purpose of improving starship construction efficiency. | ||||
Righteous | −25 Crime | Corrupt |
|
This leader is incorruptable and harbors strong convictions regarding what is right and wrong. | |||
Corrupt | +25 Crime | Righteous |
|
This corrupt leader is willing to sell out anyone and anything if it increases their personal wealth. | |||
Scientist traits | |||||||
Archaeologist | +25% Archaeology Excavation Speed (with Ancient Relics) +50% Precursor Anomaly Research Speed (without Ancient Relics) |
This leader excels at the study of alien artifacts and structural remnants in the field. | |||||
Carefree | +35% Anomaly Research Speed | |
This leader is perhaps less meticulous than others. | ||||
Meticulous | +10% Anomaly Discovery Chance | |
This leader is thorough in their examinations of unknown phenomena. | ||||
Cataloguer | +25% Survey Speed | |
This leader can conceive no greater calling that to catalog the entirety of the universe. | ||||
Roamer | |
This leader was born to roam the stars. | |||||
Maniacal | +5% Research Speed Improved draw chance for dangerous technologies |
This leader pursues their research with unusual fervor. | |||||
Spark of Genius | +10% Research Speed Improved draw chance for rare technologies |
This leader is prone to sudden bursts of inspiration. | |||||
Custom AI Assistant | +5% Research Speed +10% Survey Speed +15% Anomaly Research Speed |
|
|
This leader has created a simple neural network to help with data processing tasks. | |||
Sapient AI Assistant | +10% Research Speed +20% Survey Speed +30% Anomaly Research Speed |
正電子人工智能 Positronic AI Artificial Intelligence Policy is not Outlawed |
|
This leader has created a complex neural network capable of independent decision-making and even introspection. | |||
Expertise: Computing | 、 +15% Research speed (Computing) | Other Expertise traits | This leader is, following years of study, considered an expert within the field of Computing. | ||||
Expertise: Field Manipulation | 、 +15% Research speed (Field Manipulation) | Other Expertise traits | This leader is, following years of study, considered an expert within the field of Field Manipulation. | ||||
Expertise: Particles | 、 +15% Research speed (Particles) | Other Expertise traits | This leader is, following years of study, considered an expert within the field of Particles. | ||||
Expertise: Biology | 、 +15% Research speed (Biology) | Other Expertise traits | This leader is, following years of study, considered an expert within the field of Biology. | ||||
Expertise: Military Theory | 、 +15% Research speed (Military Theory) | Other Expertise traits | A sound understanding in the craft of war gives this leader innovating insight into the process of military reform. | ||||
Expertise: New Worlds | 、 +15% Research speed (New Worlds) | Other Expertise traits | This leader is, following years of study, considered an expert on settling on New Worlds. | ||||
Expertise: Psionics | 、 +15% Research speed (Psionics) | |
Other Expertise traits | This leader is, following years of study, considered an expert within the field of Psionics. | |||
Expertise: Statecraft | 、 +15% Research speed (Statecraft) | Other Expertise traits | This leader is, following years of study, considered an expert within the field of Statecraft. | ||||
Expertise: Industry | +15% Research speed (Industry) | Other Expertise traits | This leader is, following years of study, considered an expert within the field of Industry. | ||||
Expertise: Materials | +15% Research speed (Materials) | Other Expertise traits | This leader is, following years of study, considered an expert within the field of Materials. | ||||
Expertise: Propulsion | +15% Research speed (Propulsion) | Other Expertise traits | This leader is, following years of study, considered an expert within the field of Propulsion. | ||||
Expertise: Voidcraft | +15% Research speed (Voidcraft) | Other Expertise traits | This leader is, following years of study, considered an expert within the field of Voidcraft. | ||||
Paranoid | −5% Research Speed −10% Anomaly Research Speed |
|
This leader is unwilling to collaborate with others. | ||||
Admiral traits | |||||||
Aggressive | +5% Fire Rate +10% Sublight Speed |
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. | |||
Cautious | +20% Weapons Range | 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. | |||
Engineer | +0.5% Daily Hull Regeneration +0.5% Daily Armor Regeneration |
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. | ||||
Fleet Logistician | −10% Ship Upkeep | |
This leader has mastered the field of logistics, and knows how to manage supplies to keep upkeep costs down. | ||||
Maintenance Loop | |
||||||
Gale Speed | +5% Evasion +20% Sublight Speed |
Can be gained from victories (0.6%) Can be gained from defeats (2.8%) |
Lethargic | This leader believes that speed and rapid maneuvers are the keys to success in any space engagement. | |||
Scout | +1 Sensor Range +2 Hyperlane Detection Range +10% Sublight Speed |
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. | ||||
Trickster | −15% Emergency FTL Damage Risk +25% Combat Disengagement Chance |
Can be gained from victories (0.6%) | |
This leader fights deviously, relying on misdirection and surprise to get the better of the enemy. | |||
Unyielding | +10% Ship Hull Points +5% Ship weapons damage −33% Combat Disengagement Chance |
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. | |||
Lethargic | −5% Evasion −10% Sublight Speed |
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. | |||
Nervous | −10% Fire Rate | 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. | |||
Unstable Code Base | 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. | |||||
General traits | |||||||
Army Logistician | −20% Army upkeep | |
This leader can seemingly conjure up supplies from nowhere, decreasing the maintenance costs of ground forces. | ||||
Parts Cannibalizer | |
This leader is very adept at cannibalizing parts from fallen or malfunctioning warbots to keep others running longer | |||||
Butcher | +10% Army damage +33% Army collateral damage |
|
|
This leader is particularly skilled at inflicting casualties on the enemy, offering no quarter and expecting none in return. | |||
Restrained | +20% Army disengagement chance −33% Army collateral damage |
|
|
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. | |||
Charismatic | +25% Army morale | |
This inspiring leader has an undeniable charisma, being worshiped as a hero by the troops. | ||||
Glory Seeker | +10% Army morale +5% 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. | |||
Demoralizer | +30% Army morale damage | 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. | |||
Armchair Commander | −10% Army morale −10% Army damage |
|
|
This leader commands from the rear, preferably as far away from the frontlines as possible to avoid exposure to 'unnecessary dangers'. | |||
Erratic Morality Core | −10% Army damage | |
|
This leader frequently suffers intense bouts of shame and regret over enemy casualties due to an erratic morality core. |
Special traits[編輯 | 編輯原始碼]
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 | ||||||
Clone Army Admiral | +25% Fire Rate −10% Ship Upkeep |
|
From its extensive military education, this leader understands how to maximize the efficiency of ships and soldiers alike. | |||
Ascendant Clone Army Admiral | +35% Fire Rate −20% Ship Upkeep |
|
Subjected since its creation to a military education regimen so intense few could endure it, this leader wields excellent martial and leadership abilities. | |||
Descendant Clone Army Admiral | +15% Fire Rate −5% Ship Upkeep |
|
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 | ||||||
Any | Increased Lifespan | +40 Leader lifespan | Shroud event |
The powerful psionic energies of the Shroud have slowed the natural aging process of this leader. | ||
Towel-bearer | +42% Survey Speed | Stay Calm anomaly event | A towel has immense psychological value. | |||
Percussive Maintainer | 、 +20% Research speed (Computing) +25% Archaeology Excavation Speed -1 Leader Level Cap |
Ruined Station Archaeology Site outcome | There is no such thing as a hardware problem that liberal use of the boot will not fix. | |||
Maimed | −40 Leader lifespan | Archaeology Site bad outcome | This leader has sustained irreversible physical injury that has lowered their life expectancy significantly. | |||
Traumatized | −10% Research speed −10% Anomaly Research Speed −30% Archaeology Excavation Speed |
『Archaeological Loop』 event | Recently sustained psychological trauma is interfering with this leader's performance. | |||
Caravan Counter | −10% Emergency FTL Damage Risk | Destroying a Caravan | This leader has ample experience stopping the flighty Caravaneer fleets dead in their tracks. | |||
Dragonslayer | +10% Sublight Speed +10% Fire Rate |
Defeating the Ether Drake | This Admiral has proven themselves in fierce combat. | |||
Foredoomed to a Rendezvous | +25% Sublight Speed | A Rendezvous Horizon Signal Event | Experienced a troubling future. | |||
Dragonbane | +25% Leader experience gain | Defeating the Ether Drake without an admiral in the fleet | This Leader has seen intense combat, and lived to tell the tale. | |||
On certain recruitable leaders | ||||||
Enclave Trader | +10% Trade Value | Hired from a Trader Enclave for 500 |
Recruited from one of the independent merchant Enclaves, this leader is particularly adept at maximizing Trade value. | |||
Merchant of Numa | +10% Trade Value −10% Pop consumer goods upkeep |
Hired from the Numistic Order for 1500 |
A level nine Shakvah with enhanced mind focus and inner gaze... | |||
Waste Management Specialist | −10% Building Upkeep | Hired from Racket Industrial Enterprise | This leader has an almost uncanny ability to reduce and repurpose industrial waste. How do they do it? It's best not to ask. | |||
Curator | +15% Research Speed +25% Survey Speed Improved draw chance for rare technologies |
Hired from a Curator Enclave for 1000 |
This leader hails from the Curator enclave. His understanding of technology and exploration is unmatched. | |||
Mercenary Warrior | +10% Evasion +10% Fire Rate |
Rescued or hired from the Marauders for 2000 |
This Leader hails from a space-based warrior culture, and has been taught unorthodox hit-and-run tactics from an early age. | |||
Mercenary Warrior | +10% Army damage | Hired from the Marauders for 2000 |
This Leader hails from a space-based warrior culture, and has been taught unorthodox hit-and-run tactics from an early age. | |||
Unique to a specific leader | ||||||
Nanite Entity | −40% Building cost +40% Planet Build Speed +15% Energy from Jobs +15% Minerals from Jobs −40% Clear blocker cost +40% Clear blocker speed Immortal |
Gray L-Cluster outcome Unique to the event leader Gray |
Gray is in reality a dense swarm of billions upon billions of advanced nanites. | |||
Oracle | +10 Stability −45% Crime +20% Unity from Jobs −10% Research from Jobs Immortal |
Hidden Worlds Archaeology Site outcome Unique to the event leader Oracle |
The Oracle sees all. | |||
Hell's Heart | +10% Fire Rate +10% Sublight Speed +10% Ship weapons damage −10% Leader experience gain −5% Evasion −33% Combat Disengagement Chance |
Defeating the Tiyanki Matriarch Unique to the event admiral Reth Unddol |
When it comes to warfare, this leader is mercilessly obsessive, and singular in purpose. | |||
The Great Khan | +20% Fire Rate +20% Sublight Speed +10% Ship weapons damage +10% Ship weapons range +20% Ship Hull Points +30% Evasion +0.5% daily hull regeneration +0.5% daily armor regeneration |
Unique to the Great Khan | The Great Khan is a charismatic leader, a brilliant tactician, and, if the rumors are true, a powerful psychic. | |||
Crisis admirals | ||||||
Cybrex Databases | +10% Evasion +10% Fire Rate +20% Damage to the Contingency |
Cybrex leaders | This Cybrex leader is equipped with ancient tactical databases from their civilization's violent past. | |||
Dimensional Stutter | +20% Sublight Speed | 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. | |||
Ethereal | +20% Evasion | 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. | |||
Hive Affinity | +20% Fire Rate | 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 Training | +20% Damage to Prethoryn Creatures | Sentinel Order leaders | Sentinel fleet commanders possess detailed knowledge of Prethoryn anatomy and tactics. | |||
Void Hunter | +20% Sublight Speed | 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. |
Class dependent traits[編輯 | 編輯原始碼]
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
The
The
Trait | Requirements | Ruler effects | Governor effects | Scientist effects | Admiral effects | General effects |
---|---|---|---|---|---|---|
Cyborg | |
None | +5% Minerals from Jobs | +5% Research speed | +5% Fire rate | +5% Army damage |
Synthetic | |
+5% Robot resource production |
|
+10% Army damage | ||
Psychic |
|
| ||||
Chosen one |
|
| ||||
Erudite | +5% Research speed | +5% Research from Jobs | +5% Research speed |
|
||
Brain Slug Host |
|
|
Unique leaders[編輯 | 編輯原始碼]
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 | Species | Age | Immortal | Traits | Source | DLC |
---|---|---|---|---|---|---|---|---|
0101010111 | Admiral | 3 | Random Machine | 1 | |
The Servants of Sand anomaly event | ||
The Exile | Scientist | 3 | Main Species | random | Random | The Exile anomaly event | ||
Majula the Bearer | General | 5 | Arthropod Warrior | random | |
Beneath the Battlefield anomaly event | ||
Sobak | Scientist | 6 | Primitive Species | random | |
Abduction Proposal observation event | ||
Tuborek | Admiral | 10 | Fanatic Xenophobe Fallen Empire Species |
65 | Resilient |
Shielded Militant Isolationists world (25% chance) | ||
S875.1 Warform | Admiral | 3 | / | random | Random | Mysterious Construct anomaly outcome | ||
Caretaker AX7-b | Governor | 4 | / | 709 | Analytical |
Unidentified Drop Pods anomaly outcome | ||
Reth Unddol | Admiral | 5 | / | random | Random |
Defeating the Tiyanki Matriarch | ||
Gray | Governor | 10 | Main Species | random | Nanite Entity | L-Cluster outcome | ||
Oracle | Governor | 5 | / | random | |
Hidden Worlds outcome choice |
參考資料[編輯 | 編輯原始碼]
- ↑ 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
艦隊組織者 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
機械智能 trait swap.
治理 | 帝國 • 思潮 • 政府 • 國民理念 • 政策 • 法令 • 領袖 • 派系 • 人口 • 物種權利 • 經濟 • 科技 • 傳統 • 犯罪率 |
探索 | 探索 • 地圖 • 物種 • 異常現象 • 事件 • FTL • 失落帝國 • 前超光速物種 • 先驅者 • 太空生命體 |
殖民 | 殖民 • 天體 • 行星特徵 • 行星管理 • 區劃 • 建築 • 艦船 • 恆星基地 • 巨型結構 |
外交 | 外交 • 貿易 • 附屬國 • 聯邦 • 星海共同體 • AI 性格 • 情報 |
戰爭 | 戰爭 • 太空戰 • 地面戰 • 艦船設計器 |
其它 | 特質 • 環境改造 • 種群修飾 • 奴役 • 危機 • 預設帝國 • AI 玩家 • 彩蛋 |