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- 25% leader upkeep
+ 25% leader experience gain
+ 0.5% leader experience gain per scientist level
+ 1 leader capacity
On top of that, choosing the transcendent learning ascension perk you get 2 additional leader slots *and* + 33% leader experience gain.
Do that and you'd already be negating all the penalties to experience gain from going 4 leaders over the cap.
If that's not enough for you, mod the game to your liking.
6 council-focused(2 admirals, 3 scientists, one governor)
2 scientists-explorers for surveing
2 governors-industrialists for my biggest ecus(also capitals of main sectors, so 10 level governor affects other planets and my ringworlds)
1 admiral-agressor just to have one, don't know why(i have much more fleets, so one admiral doesn't matter)
2 assisting-focused scientists(not such big imapct though, even governors make more difference, looking how much colonies they affect)
actually don't find really impactful last 3
could get rid of explorers, but they give 2 influence each, and i like them
oh, and legendary paragon Gray(he doesnt't counts), use him as governor for one more sector
and together those leaders affect my empire more than 50 before DLC
You can also do the same with science ships to move your scientists around much more quickly, moving them between planets or places of interest where needed. Honestly I find myself running short of space when it comes to governors and generals more than anything.
If you're having difficulty circumventing the cap its because you haven't adapted to the changes paragons brought to the game. Because the reality is the leader cap is about as meaningless as every other cap stellaris has.
That's efficiently allow you to go overcap much more (while still being around 100% basic XP gain),
This game is becoming more and more limiting as time goes by...used to be able to build multiple alloy foundries and other buidling slot foundries. This game is starting to bite now.
If that's the strategy, I can see an economic logic to it. Kids spending their parents' money can play a few hours a day for a few weeks for a year or two then wander off to other things. So like, basically "take the money and run." They're not as difficult to please as grumpy nerds and they don't have high expectations of value for their money since they tend to get bored and move on regardless.
Of course, I have nothing nice to say about the business ethics of hijacking an established title with an establish fanbase to build this weird game.
You're expected to be more creative in making sectors now (sometimes - yes, making a foundry from less ideal planet then you could).