A leader is a named character who can lead an empire's government (Ruler), a planet or sector administration (Governor), a science directorate or a science vessel (Scientist), a fleet (Admiral), or a ground army (General). The empire's Leadership policy determine which species can become leaders.
Each empire can only maintain a base of 10 leaders at a time, in addition to the Ruler; this cap can be increased by Government type, special event edicts, and technology.
Leaders are chosen from a refreshing pool of 3 possible recruits; this pool can be increased by Government type and technology.
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.
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. This is same for all species, including Synthetics. 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, 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.
The skill level of a leader determines their basic bonuses. Skill ranges from a minimum of 1 to a maximum of 5, and is increased by 1 after gaining a certain number of experience points, shown in the table below:
The rate of experience gain is increased by 25% for leaders from species with the "Quick Learners" trait, and reduced by 25% if the leader's species has the "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.
Leader types and traits
Generic leader traits
These traits are available to all leaders, except rulers.
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 his term expires. Rulers are often selected from among the empire's existing leaders, again depending on government type, 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 is especially important in the case of the Science Directorate, where candidates can be drawn from the active science division 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 cost. Election candidates can also be associated with political Factions.
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.
|Architectural Sense||This leader is an architect at heart, investing in more efficient construction practices.|
|Battleship Focus||This leader is intent on promoting the construction of Battleships.
|Charismatic||This leader is exceptionally charismatic, enforcing their will with ease.|
|Champion of the People||This leader seems really to be concerned about the welfare of his people.|
|Corvette Focus||This leader is intent on promoting the construction of Corvettes.|
|Cruiser Focus||This leader is intent on promoting the construction of Cruisers.
|Deep Connections||This leader is firmly entrenched in the labyrinthine web that makes up the polictical machine.|
|Destroyer Focus||This leader is intent on promoting the construction of Destroyers.
||This leader aims to expand their borders, reducing the Outpost build cost and Colony Influence cost.|
|Explorer||This leader is known for their insatiable curiosity, valuing space exploration above all else.|
|Eye for Talent||
||This leader is considered to be unusually perceptive, spotting talent where others see only eccentricity or incompetence.
|Fertility Preacher||This leader feels strongly about securing and protecting agrarian food sources.|
|Fleet Organizer||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.
|From the Ranks||
||This leader rose through the ranks of military command.
||This leader is eager to reign over distant stars.
|Home in the Sky||This leader reaches for the stars.|
|Industrialist||This leader has a firm grip on the means of production.|
|Investor||This leader is a shrewd economist, capable of maximizing financial potential.|
|Logistic Understanding||This leader is well aware of the importance of properly-structured supply chains.
|Military Pioneer||This leader is enthusiastic about advancements in military technology and ship construction.
|Nervous||This leader is nervous and apprehensive and can be easily overwhelmed in the minutia involved in handling large formations of starships.
|Recruiter||This leader is particularly charismatic, and fresh recruits are lining up to serve their nation.
||This leader recognizes just how vital the exploitation of offworld resources is for a star nation.|
|Warlike||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.
|Special event traits|
|Hive Mind||The gestalt consciousness that controls the actions of Prethoryn fleets has proven capable of tremendous multi-tasking.|
Each skill level provides:
They gain experience by:
|Governing a Planet 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|
|Agrarian Upbringing||This leader was raised around hydroponic farms, and has several ideas on how agrarian yields may be improved.|
|Architectural Interest||This leader is an architect at heart, investing in more efficient construction practices.|
|Army Veteran||This leader is a veteran of the armed forces, with intimate experience of its structural inefficiencies.
|Environmental Engineer||This leader has a background in landscaping, eventually turning their attention towards larger projects.|
|Iron Fist||This leader is infamous for their ruthless pursuit of efficiency, and is capable of getting the most out of slave labor.
|Intellectual||This leader is naturally inclined towards the sciences, and seeks to foster a curiosity about the natural world in their subjects.|
|Retired Fleet Officer||This leader is a former fleet officer, and is personally invested in promoting a strong inter-planetary presence.
A scientist may either manage research in one of the research areas or command a science ship. Research in an area is slowed (-20%) without a scientist leading it, and a science ship cannot preform any of its functions without a scientist on board. They are valid rulers for a technocratic government.
Experience is gained by:
|Leading research||3.5 per month|
|Completed special project||100|
|Assist research||0.35 per day|
|Archaeologist||This leader excels at the study of alien artifacts and structural remnants in the field.|
|Carefree||This leader is perhaps less meticulous than others.|
||This leader is especially careful when approaching unknown elements.|
||This leader is, following years of study, considered an expert within the field of Computing.|
|Expertise: Field Manipulation||
||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 Industry.|
||This leader is, following years of study, considered an expert within the field of Materials.|
|Expertise: Military Theory||
||A sound understanding in the craft of war gives this leader innovating insight into the process of military reform.|
|Expertise: New Worlds||
||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 Particles.|
||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 Rocketry.|
||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 Voidcraft.|
|Maniacal||This leader pursues their research with unusual fervor.|
|Meticulous||This leader is thorough in their examinations of unknown phenomena.|
|Roamer||This leader was born to roam the stars.|
|Spark of Genius||This leader is prone to sudden bursts of inspiration.|
|Custom AI Assistant||This leader has created a simple neural network to help with data processing tasks.
|Sentient AI Assistant||This leader has created a complex neural network capable of independent decision-making and even introspection.
|Special event traits|
|Paranoid||This leader is unwilling to collaborate with others.|
Admirals command entire fleets. They are valid rulers for a military government.
Each skill level provides:
Experience is gained by:
|Aggressive||This leader is an agressive admiral, always looking to pour as much fire on the enemy as possible within the least amount of time.|
||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.|
||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||This leader has mastered the field of logistics, and knows how to manage supplies to keep maintenance costs down.|
|Gale Speed||This leader believes that speed and rapid maneuvers are the keys to success in any space engagement.|
|Scout||This leader is an expert in reconnaissance, having the technical skill to always get the most out of long-range starship sensors.|
||This leader fights deviously, relying on misdirection and surprise to get the better of the enemy.|
|Unyielding||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|
||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||Some extradimensional fleet lords have learned to use the ethereal nature of their vessels to greatly enhance their evasive capabilities in combat.|
|Hive Affinity||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.|
|Lethargic||This leader is slow and indolent, performing duties with little energy or initiative.|
||Sentinel fleet commanders possess detailed knowledge of Prethoryn anatomy and tactics.|
||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.|
Generals may lead both offensive and defensive armies. They are valid rulers for a military government.
Each skill level provides:
Experience is gained by:
|Armchair Commander||This leader commands from the rear, preferably as far away from the frontlines as possible to avoid exposure to 'unnecessary dangers.'|
|Army Logistician||This leader can seemingly conjure up supplies from nowhere, decreasing the maintenance costs of ground forces.|
|Butcher||This leader is particularly skilled at inflicting casualties on the enemy, offering no quarter and expecting none in return.|
|Charismatic||This inspiring leader has an undeniable charisma, being worshiped as a hero by the troops.|
|Defender||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.|
|Glory Seeker||This leader is always in the thick of it, bucking the spirits of the troops by leading from the front despite the risks involved.|
|Invader||This leader has mastered the art of planetary invasions, knowing how to most effectively storm an enemy planet from space.|
Rulers are generated with 2 Ruler traits. Normal leaders turned into Rulers during Elections will be assigned two Leader traits, that will stay with them into future elections.
Non-Ruler Leader are generated with 1 Leader trait fitting for their class. There are several ways to gain additional traits. Usually the number of traits is capped at 3, but there are exceptions with very rare Traits (like Dragonslayers for the Dragon Leviathan).
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. A leader can only gain one Trait from Skill gain, but this trait does not follow normal requirements (even Materialists can gain Psionic Expert, for example). The chance to gain a trait depends on the level of the scientist and is higher on higher levels. The chances are for each level: Level 2: 10% Level 3: 14.3% Level 4: 14.3% Level 5: 35.7%
As a result, leaders recruited at a higher level have a reduced chance to gain a trait from level up. The chance to not gain a trait from leveling depends on the level the leader was recruited: Level 1: 30.4% Level 2: 47.2% Level 3: 55.1% Level 4: 64.3%
Governors have no additional ways of getting traits besides level up.
Scientists can gain traits from Anomalies and Special Projects. The specifics depend on the project in question.
Admirals have far more chance of gaining traits in certain ways than other leaders, they can gain traits both from being in command of a fleet and in particular from ending combat while in command. They may even lose negative traits. The requirements for the trait changes are:
Trickster (Victory): Not having unyielding
Aggressive (Victory): Not having Cautious
Unyielding (Victory): Not having Trickster.
Cautious (Defeat): Not having Aggressive.
Unyielding (Defeat & Victory): Not having Nervous.
Gale Speed (Defeat & Victory): Not having Lethargic.
Lethargic (Defeat): Negative Trait. Not having Gale Speed.
Losing Lethargic (Victory): having Lethargic, obviously.
Engineer: Having the technology "Doctrine: Interstellar Warfare"
Logistician: Having more then 1 Ship, while being in port.
Scout: Having more then one ship, when entering a system.
Dragonslayer (Event): Reward from defeating the Ether Drake.
Foredoomed to a Rendezvous (Event): Reward from the Horizon Signal event chain.
Generals have no additional ways of gaining traits besides level up.
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