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but it is a good DLC in the sense that it affects all your games similar to utopia/relics/distantstars. every game has leaders.
Actually DLC does make it feel right because new traits (especially destiny ones) are very powerful.
With the state of the game right now i would consider the DLC a must-have actually, since you need it to get all the cool ♥♥♥♥ of the update and also to partly offset the.. well.. controversial stuff it brought.
Of course you can say that this is another issue in itself.
The new leaders are MUCH stronger than they used to be, some of the paragons of renown come with perfect builds for certain situations, one example I like to give is Q'la-Minder, which came with something like +50% worker output, +45% mineral output and something like +20% slave output as well.
Now, governors only apply their level bonus to the entire sector, but their main skills only apply to a single planet (if they are sector governors, that means the sector capital).
That being said, if you place them strategically, like a planet with 19 mineral districts + some mineral bonus, you'd probably produce far more minerals with just this guy in your entire empire than you would get from the previous system and all the governors accross all of yours sector's bonuses combined.
Besides, as I mentioned, they still apply their level bonus to the entire sector, so previously you couldn't pick leaders for specific planets, meaning if you had a reserach leader with a meager research bonus just because you had a capital with lots of labs, that still meant all the other planets in that sector probably were receiving a useless bonus anyway, so the only thing they'd be getting was probably the level production bonus anyway.
As for admirals, yes, late game you could have 20+ fleets pushing several thousands above your own fleet cap, meaning now that we have a cap (currently I got 13 leaders as a cap) most of your fleets would have to go without any admirals.
But, again, that's not necessarily true, new admirals are much stronger than they used to be, and they can get skills to further increase their own fleet caps, I got a couple of admirals right now commanding fleets with over 400 fleet cap under the same guy with crazy bonuses like +25% damage, +10% damage and +7% tracking, +20% Range and +5% hull, etc.. And I don't mean one of these, I mean all of them in a single admiral plus council and agenda bonuses.
Also, to make it easier on the late game Paradox is introducing a new skill for leaders making them not count towards the cap while their level is low, so you can still spam those low quality admiral for your extra fleets if you want.
Not that this is 100% necessary as going 1 above the cap is costing me, right now 7% of the XP gain of my current leaders, I don't know if this is additive or multiplicative, but right now I got from: +20% capacity boosters, +25% education campaign, +10% specialist training, +50% transcedent learning, +10% interstellar recruitment, +26% council position, +20% war games.
(My game is not in english, so the names may not be correct)
So if I really wanted to, I could push above my leader cap to get some extra admirals, I'd still have a lot of empty ones as I'm currently at 5191/2475 fleet cap with 23 of them, but, then again, in the previous system I'd be just spamclicking leaders to recruit a bunch, getting the good ones (such as extra range) and firing the rest, having a bunch of level 1 admirals for all of those fleets, which is nice, but I'm not sure if they'd be nice enough to give me more total power than my lvl 10 admirals piloting fleets around 250~550 cap with several strong bonuses.
tl;dr I was also ♥♥♥♥♥♥♥♥ about the new system, until I tried playing around with it, now I'm starting to think the current leaders, even with their caps, might be far, far too strong for the game's balance.
The XP penalty for being over leader cap is multiplicative, not additive. So if you have a penalty of -100% experience gain, no leader will gain any experience.
Where's my friggin wallet... ug... so much to rummage through to get
Where Utopia would be S, because everything it add enhances the base game.
Leaders can really change up the game play and the DLC really gives you the ability to really build them up (over 700 traits with the DLC.)
As a side note regarding the cap:
I modded it, and made it much higher. You immediately lose who is who, where as before I modded the cap. I would go "oh that's the surveyor guy." or "Oh, that's my battleship commander."
That change is not part of the DLC, you will get hit by it even without the DLC.
That's pretty awful, I didn't even realize that.