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Leader cap is part of CORE game now.
So DLC only make everything better by providing a very powerful and even OP traits to leaders.
P.S. And many mods are solving this issue. We all know that Paradox hates when we're going Wide - they introduced tons of mechanics to hurt such players over years.
Not having enough leaders has never stopped me from expanding.
You do realize that there is nothing preventing you from having sectors, fleets and armies without leaders assigned to them. Right?
Leaders are way more powerful now, but you have fewer of them. I would advice seeing them more as special individuals (geniuses and the like) within your empire. Where you position them is your choice and can have a huge impact, but they aren't needed everywhere.
Less science ships mean slower expansion speed and certain builds rely on rapid expansion, wide builds. Xenophobes for example. Things you are aware of.
Your post is in bad faith.
You can still expand as much as you want, you can still build as many fleets as you want.
It's just that you might not have governors and admirals for them.
The OP is complaining about not being able to play wide. Which is utter nonsense, wide is still by far the most powerful and effective way to play.
Just saying the words "valid issue" doesn't actually mean the issue is valid.
Because the whole dlc is about leaders, and they capped the leaders too low. "I want to have three fleets in 2275 but I have to choose between 3 admirals and no science officers or 1 admiral and science officers" is not a brilliant way to endorse your cool new leader system.
If all they had done was make the soft cap unity cost only and scale appropriately, it would be fine. The XP penalty on top of bad scaling with extremely limited options to raise the cap otherwise makes it a terrible expansion.
It's like if Federations only let you have 2 other empires in the federation and each one beyond that had -16% xp gain that wasn't offset by envoys, or every minion in Overlord past the first gave -16% opinion on top of existing penalties, without easily accessible options to negate it.
Here's a cool new system, ♥♥♥♥ you for trying to use it is what it feels like.
Seriously? Fine?
But via destiny traits in council alone you could drop leader upkeep costs to 40% :)
Mazey has decided it is an invalid issue everyone. Debate over, or how about no.
Less leaders means less science ships. Taking more science ships means taking substantial penalties to leader exp growth crippling your empire compared to other empires.
But we are pretending these problems don't exist because you ask what they are as if you don't know. Wide build gets punished now,
No, it is not the most powerful and effective way to play. Maybe if you spent more time playing and less time making excuses for the devs on the forums you'd know Vassal builds are the unrivaled kings and tall works perfect for that. It's been like that for several DLCs.
So valid issues, valid because people accept them as valid. Not invalid just because you can't understand the problem created.