Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I play only vanilla and I never seen a level 11 leader...
removing the lvl 10 hardcap would be amazing, and would also make tall builds more powerful
Well, check the 'common' -> 'defines' -> '00_defines' use Ctrl+F and search for:
LEADER_MAX_SKILL_CAP
it says it's only 10, it's extremely easy to mod up, but it's still frustrating, that players have to mod everything in the game for it not to be broken...
if the devs intent is to make only the sceleton of the game working and everything else to be modded, then they should just make a bit more simple mod files, in the current patch, some stuff got just harder to figure out, like ships upkeep cost is now defined through the generators instead of the ships themself, altho it's a good idea to increase stronger ships upkeep, at least they could have wrote it into the ship modding files... almost nothing works flawlessly in the game, there isnt a single mechanic, that doesn't have at least a slight flaw in it, but mostly it's worse.
The game itself has so much potential, but they're wasting it because of their mone hungry timed/ forced out expansions without even fixing the previous expansions flaws.
They are different stages of each other, so you can't add them, meaning your total level cap is 10, not 11. I agree that hardcap of 10 makes little sense, but unlocking all traditions and getting capacity boosters takes some time, so other bonuses still have value.
The exact reason for why the devs decided that a hardcap is necessary I don't know, but if you actually look at what leaders does, some stuff just gets wonky without a cap. Governors that can fight all planetary crime on their own for example.
Overall, I think the hardcap here is reasonable and not "broken" as you call it. It should be documented and clearly visible in the game UI though, ideally whenever you're about to pick up extra max levels for your leaders.
if someone goes out of their way to stack all the buffs they may end up at 12 or something. but some of them comes with tradeoffs that are already balanced by being tradeoffs.
for example the ascencion perk that adds leader cap has a big opportunity cost since there are only 8 slots max and more than 8 decent perks, so you have to skip something else to get it.
it's not like a highly stacked leader cap does much good. you pretty much have to also stack bonus lifespan and bonus XP stuff to even reach the higher levels.
so an artificial limit doesn't really do much other than piss off the people who tried a high leader level playthrough and stacked all the buffs without knowing that there's a hardcap
exactly this, especially the ones, that are tradeoffs and are non-modifyable, like the racial trait and the ascension perk, they're only there to fk up someone's gameplay if they don't know about the lvl 10 hardcap.
the problem is, that in a long way, where you just want to max out everything and reach the repeatable techs, have all unity stuff etc, you baseline go over the cap, but there are important picks, namely the ascension perk one and the racial trait (talented), that are even non-refoundable... well, the only refoundable one is the government one, but still, the ascension ans racial ones are practically blocking a certain resource from the player permanently on a playthrough and it's quite important to know, that one of the most (for first sight) usefull picks for someone who wants to go tall is the ascension perk, because most truly good endgame ascension perks need 2-3 to be picked in the first place, so there are 2 slots practically for the early game, where it looks like a good lategame pick, but you'll only find out it's useless, when you get to actually use it, because as some already said, getting high lvl leaders also require long life for them.
Same goes for the racial, it's a 'cheap' lategame securing pick, because if you chose biology path, you won't pick 2nd best stuff, like 20% army str and bonus mineral, but you go for the 40% one, when you get the biological ascension, so you pick the cheap, but non-upgradeable traits for start and that 1 point also will be wasted and you can't even remove it, because only negative traits are removable...