Stellaris

Stellaris

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Davor Feb 13, 2017 @ 4:56pm
How do you upgrade Leader traits, or you can't do that no more?
I haven't play Stellaris in a very long time. I think 1.1 or 1.2 was last I tried playing. So I am playing again and playing with the mod Star Trek:New Horizons. So I am not sure if things changed in Stellaris or if the mod changed it.

I thought when Leaders gained experiance they would get new traits. Does this still suppose to happen? I don't see my scientists getting new traits when they upgrade. How does this work now?
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Showing 1-15 of 20 comments
There is a chance of it happening, it is only really likely if they're surveying or assisting research.
Davor Feb 13, 2017 @ 5:13pm 
Thank you Fourthsprtan. So it's not guarenteed then. I was hoping it would be patched that we could pick traits, make the game a bit more personal. I wonder if that can be modded in.
Elite Rice Farmer Feb 13, 2017 @ 9:00pm 
Use console command, get them experience, or... it's just take alot of time of waiting, In star trek new horizons like me, GO BLOW SOME SON OF A B-, It's work
LAG Feb 14, 2017 @ 3:42am 
it's RNG upon leveling. You can pick the leader you want with a desirable trait. Other than that, it's mostly out of your hands other than events and such.
Shahadem Feb 14, 2017 @ 4:05am 
Originally posted by LAG:
it's RNG upon leveling. You can pick the leader you want with a desirable trait. Other than that, it's mostly out of your hands other than events and such.

RNG weighted heavily towards screwing you over. There is way too much RNG in Stellaris.
LAG Feb 14, 2017 @ 4:12am 
Originally posted by Shahadem:
Originally posted by LAG:
it's RNG upon leveling. You can pick the leader you want with a desirable trait. Other than that, it's mostly out of your hands other than events and such.

RNG weighted heavily towards screwing you over. There is way too much RNG in Stellaris.
i like that, though it wouldn't work for competitive play.
Davor Feb 14, 2017 @ 11:31am 
Thank you everyone for the comments. Greatly appreciated.
Shahadem Feb 14, 2017 @ 2:40pm 
Originally posted by LAG:
Originally posted by Shahadem:

RNG weighted heavily towards screwing you over. There is way too much RNG in Stellaris.
i like that, though it wouldn't work for competitive play.

You like the fact that there is a higher chance for your leaders to develop negative traits instead of positive traits or you like that the game constantly screws you over with the RNG rolls? We can't all be masochists like you. Some of us prefer games where positive outcomes outnumber negative outcomes.
Originally posted by Shahadem:
Originally posted by LAG:
i like that, though it wouldn't work for competitive play.

You like the fact that there is a higher chance for your leaders to develop negative traits instead of positive traits or you like that the game constantly screws you over with the RNG rolls? We can't all be masochists like you. Some of us prefer games where positive outcomes outnumber negative outcomes.
What evidence do you have that there is a higher chance of gaining a negative trait than a positive one?
Elite Rice Farmer Feb 15, 2017 @ 3:03am 
Originally posted by Fourthspartan56:
Originally posted by Shahadem:

You like the fact that there is a higher chance for your leaders to develop negative traits instead of positive traits or you like that the game constantly screws you over with the RNG rolls? We can't all be masochists like you. Some of us prefer games where positive outcomes outnumber negative outcomes.
What evidence do you have that there is a higher chance of gaining a negative trait than a positive one?
I think it's randomly, event start randomly ya know, lately i mostly get positive trait on my level 5 scientist, governor and admirals. but my level 2-3 sometime get negative
Originally posted by Col.James:
Originally posted by Fourthspartan56:
What evidence do you have that there is a higher chance of gaining a negative trait than a positive one?
I think it's randomly, event start randomly ya know, lately i mostly get positive trait on my level 5 scientist, governor and admirals. but my level 2-3 sometime get negative
I thought so too, hence my question. Because that just sounds like they were the victim of Confirmation Bias.
Neko-Saskia Feb 15, 2017 @ 6:40am 
Originally posted by Col.James:
Originally posted by Fourthspartan56:
What evidence do you have that there is a higher chance of gaining a negative trait than a positive one?
I think it's randomly, event start randomly ya know, lately i mostly get positive trait on my level 5 scientist, governor and admirals. but my level 2-3 sometime get negative

Looking at the game files it seems like leader traits for admirals are mostly gained from winning battles, losing battles, reparing their fleet, or commanding a "large" fleet, and "exploring" (apparently...)

The interresting thing is, while you only get positive traits from winning (Trickster, Aggresive, Unyielding, Gale Speed) you can also lose negative traits by winning (Lethargic, Cautious), but, there is a chance of getting positive traits from losing as well (Gale Speed, Unyielding). You can also get a positive trait (Logistics) by commanding a "large fleet", which according to the code is just:

trigger = { owner = { is_country_type = default } exists = leader num_ships > 1 leader = { leader_class = admiral num_traits < 3 NOT = { has_trait = leader_trait_fleet_logistician } } }

So.... as long as your admiral has more than 1 ship? seems pretty low... like.... very very low...

You can also gain a positive trait from repairing (Engineer)

you can also gain negative traits from defeat of course (Lethargic, Cautious)

An interresting thing is that there is code written for allowing you to gain "Nervous" by losing and to lose "Nervous" by winning, but the code is not unimplemented (the entire scirpt is overlooked by the game because it has a "#" infront of it, happens a lot for unimplemented code in stellaris). You're also supposed to be able to get "Organizer" from commanding a "large fleet" but that trait is also unimplemented
Last edited by Neko-Saskia; Feb 15, 2017 @ 7:03am
Neko-Saskia Feb 15, 2017 @ 6:44am 
This is the code for when scientists getting new traits upon leveling up:

#Scientist gains new trait country_event = { id = leader.21 title = leader.21.name desc = { trigger = { hidden:fromfrom = { switch = { trigger = has_leader_flag gained_leader_trait_adaptable = { text = leader.21.desc.adaptable } gained_leader_trait_resilient = { text = leader.21.desc.resilient } gained_leader_trait_stubborn = { text = leader.21.desc.stubborn } gained_leader_trait_substance_abuser = { text = leader.21.desc.substance_abuser } gained_leader_trait_arrested_development = { text = leader.21.desc.arrested_development } gained_leader_trait_meticulous = { text = leader.21.desc.meticulous } gained_leader_trait_careful = { text = leader.21.desc.careful } gained_leader_trait_spark_of_genius = { text = leader.21.desc.spark_of_genius } gained_leader_trait_carefree = { text = leader.21.desc.carefree } gained_leader_trait_roamer = { text = leader.21.desc.roamer } gained_leader_trait_archaeologist = { text = leader.21.desc.archaeologist } gained_leader_trait_maniacal = { text = leader.21.desc.maniacal } gained_leader_trait_custom_AI_assistant = { text = leader.21.desc.custom_AI_assistant } gained_leader_trait_expertise_materials = { text = leader.21.desc.expertise_materials } gained_leader_trait_expertise_rocketry = { text = leader.21.desc.expertise_rocketry } gained_leader_trait_expertise_voidcraft = { text = leader.21.desc.expertise_voidcraft } gained_leader_trait_expertise_industry = { text = leader.21.desc.expertise_industry } gained_leader_trait_expertise_field_manipulation = { text = leader.21.desc.expertise_field_manipulation } gained_leader_trait_expertise_particles = { text = leader.21.desc.expertise_particles } gained_leader_trait_expertise_computing = { text = leader.21.desc.expertise_computing } gained_leader_trait_expertise_psionics = { text = leader.21.desc.expertise_psionics } gained_leader_trait_expertise_new_worlds = { text = leader.21.desc.expertise_new_worlds } gained_leader_trait_expertise_statecraft = { text = leader.21.desc.expertise_statecraft } gained_leader_trait_expertise_biology = { text = leader.21.desc.expertise_biology } gained_leader_trait_expertise_military_theory = { text = leader.21.desc.expertise_military_theory } gained_leader_trait_paranoid = { text = leader.21.desc.paranoid } default = { text = "ERROR" } } } } } location = event_target:current_location picture = GFX_evt_archaeological_dig is_triggered_only = yes immediate = { fromfrom = { if = { limit = { exists = planet } planet = { save_event_target_as = current_location } } if = { limit = { exists = fleet } fleet = { random_owned_ship = { save_event_target_as = current_location } } } } } option = { name = leader.21.a.positive trigger = { fromfrom = { NOT = { has_leader_flag = gained_leader_trait_paranoid has_leader_flag = gained_leader_trait_stubborn has_leader_flag = gained_leader_trait_substance_abuser has_leader_flag = gained_leader_trait_arrested_development } } } } option = { name = leader.21.a.negative trigger = { fromfrom = { OR = { has_leader_flag = gained_leader_trait_paranoid has_leader_flag = gained_leader_trait_stubborn has_leader_flag = gained_leader_trait_substance_abuser has_leader_flag = gained_leader_trait_arrested_development } } } } }

which... i'm not entirely sure what means to be quite honest.

But beyond that i'm somewhat certain that a scientists best chance getting new traits is anomalies and their events
Last edited by Neko-Saskia; Feb 15, 2017 @ 6:46am
Neko-Saskia Feb 15, 2017 @ 6:51am 
Governors are supposed to be able to get quite a few different traits when leveling up. and the code looks pretty much the same as the one for scientists (but with different trait triggers) but in my own (purely anacdotal) experience, they seem to get "Substance Abuser" and "Arrested Development" much more than other traits. But according to the code they can also get Adaptable, Resilient, Stubborn, Iron Fist, Architectural Interest, Intellectual and Enviromental Engineer.

#Governor gains new trait country_event = { id = leader.23 title = leader.23.name desc = { trigger = { hidden:fromfrom = { switch = { trigger = has_leader_flag gained_leader_trait_adaptable = { text = leader.23.desc.adaptable } gained_leader_trait_resilient = { text = leader.23.desc.resilient } gained_leader_trait_stubborn = { text = leader.23.desc.stubborn } gained_leader_trait_substance_abuser = { text = leader.23.desc.substance_abuser } gained_leader_trait_arrested_development = { text = leader.23.desc.arrested_development } gained_leader_trait_iron_fist = { text = leader.23.desc.iron_fist } gained_leader_trait_architectural_interest = { text = leader.23.desc.architectural_interest } gained_leader_trait_intellectual = { text = leader.23.desc.intellectual } gained_leader_trait_environmental_engineer = { text = leader.23.desc.environmental_engineer } default = { text = "ERROR" } } } } } location = event_target:current_planet picture = GFX_evt_archaeological_dig is_triggered_only = yes immediate = { fromfrom = { planet = { save_event_target_as = current_planet } } } option = { name = leader.21.a.positive trigger = { fromfrom = { NOT = { has_leader_flag = gained_leader_trait_stubborn has_leader_flag = gained_leader_trait_substance_abuser has_leader_flag = gained_leader_trait_arrested_development } } } } option = { name = leader.21.a.negative trigger = { fromfrom = { OR = { has_leader_flag = gained_leader_trait_stubborn has_leader_flag = gained_leader_trait_substance_abuser has_leader_flag = gained_leader_trait_arrested_development } } } } }
Last edited by Neko-Saskia; Feb 15, 2017 @ 6:53am
Neko-Saskia Feb 15, 2017 @ 7:00am 
So it seems like Admirals are the least RNG influenced leader type. Tho it is interesting that there is a cap on how many traits you can get by winning, losing and all that. there is a limit in the code where if the admiral has more than 3 traits the code for gaining traits won't trigger, the interesting thing is, the random level up trait code is excempt from this limitation.
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Date Posted: Feb 13, 2017 @ 4:56pm
Posts: 20