Stellaris

Stellaris

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Segovax Nov 16, 2023 @ 6:57pm
Leader trait rework
Someone please explain it to me because I don't understand.

Energy Mogul - Planet effects +5% energy credits, +2.5% energy credits from technicians while governing sector

On my scientists?

So.. what am I missing here with these new skills? Why are my scientists getting what appear to be governor skills?
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Showing 1-15 of 40 comments
forrrr Nov 16, 2023 @ 7:31pm 
Pretty sure any leader can now be assigned to govern a planet, hence why they are getting planet traits. you have to decide which ones you like/find most useful for what role they serve. downside is half the bonuses are broken, missing, or not working
Edix Nov 16, 2023 @ 7:44pm 
Yep, every leader can be a planet/system governor. Each type effects the planet/s based on there type.

Commanders increase security/stability
Officials increase resource output
Science increase unity and research

you can still get upgrades that mix things up a bit but they get unique powers you can use on the planet or are inherent/always active

If you want to see what effect they have on the planet they are on hover over the level icon when you have the planet interface open. Its the Icon just below the portrait.
Last edited by Edix; Nov 16, 2023 @ 7:46pm
yuzhonglu Nov 16, 2023 @ 7:47pm 
I like this.
Edix Nov 16, 2023 @ 7:51pm 
Also, when a leader levels up they are more likely to get traits based on the current job they are doing.
madpraxis Nov 16, 2023 @ 8:01pm 
Missing: Reading the patch notes that present themselves when you start the game.

Also, angry bro... You are hilarious. Yea, its sometimes a bad draw. But you know what? Since they are assigned to a ship, presumably, guess what happens? They pull science ship type like level ups... Go figure, yeeha. I mean, they are going to be dead before missing that one level at start is going to make a difference, unless you have stupid long lived pops. Which is a possibility. But in that case, you have time on your side to wait for the 'perfect' draw.
Last edited by madpraxis; Nov 16, 2023 @ 8:03pm
Segovax Nov 16, 2023 @ 8:02pm 
Originally posted by madpraxis:
Missing: Reading the patch notes that present themselves when you start the game.

Yeah, I guess I should have looked for "We made every leader get traits they can't use" in the notes, my bad.
madpraxis Nov 16, 2023 @ 8:04pm 
Originally posted by Segovax:
Originally posted by madpraxis:
Missing: Reading the patch notes that present themselves when you start the game.

Yeah, I guess I should have looked for "We made every leader get traits they can't use" in the notes, my bad.

Hah. I didn't mean it badly in any way. I had a moment where I started up, yup, patch notes, click click...wait...what is happening here.... But, to be fair, they can all use them. Though, I can't think of where I'd use a military governor, honestly.
Last edited by madpraxis; Nov 16, 2023 @ 8:05pm
CrUsHeR Nov 16, 2023 @ 11:49pm 
Some of the changes just don't make sense.

So there's no more research assist with the according traits; instead scientists can now govern planets.

However they do not give the actual governor benefits (reducing crime etc) and don't even have a research-boosting basic trait. The only trait aimed at advanced resources is the Unifier trait, although your research planets obviously don't generate notable amounts of unity.
CrUsHeR Nov 17, 2023 @ 1:03am 
Okay that's not even the end of the story; example the Cyborg trait on scientists only gives planetary research output when assigned as governor. Nothing for the council, no personal research, nothing.

Officials also don't reduce crime like the Governors used to.
Nomicakes Nov 17, 2023 @ 1:18am 
Originally posted by Edix:
Also, when a leader levels up they are more likely to get traits based on the current job they are doing.
This is clearly a lie since every science ship I send out exploring gets 3 options for planetary governor traits or councilor traits and nothing else.
corisai Nov 17, 2023 @ 3:20am 
Originally posted by Segovax:
This is a garbage idea, since I keep getting choices between Gov/Gov traits for my scientists and waiting 3 years for a refresh to get Gov/Gov traits is dead ass ♥♥♥♥♥♥♥ stupid.
Or probably invest into your leaders so they will get more then 2 choices on level-up?
Segovax Nov 17, 2023 @ 7:26am 
Originally posted by corisai:
Originally posted by Segovax:
This is a garbage idea, since I keep getting choices between Gov/Gov traits for my scientists and waiting 3 years for a refresh to get Gov/Gov traits is dead ass ♥♥♥♥♥♥♥ stupid.
Or probably invest into your leaders so they will get more then 2 choices on level-up?

How about no.

A bad design decision is a bad design decision. Using crutches to get around it doesn't make it any less so.

Where are all the people who were asking "Please, devs, let us take the scientists who we already wish we could have more of without an xp penalty and reduce that number further, then allow us to use them to govern planets."

I'd like to see their rationale for that request.
Garatgh Deloi Nov 17, 2023 @ 7:29am 
Originally posted by Segovax:
Yeah, I guess I should have looked for "We made every leader get traits they can't use" in the notes, my bad.

Scientists can use governor traits. Every leader type can govern a planet now (each having their own unique benefits for doing so).

Heck "Governors" aren't a thing anymore, the 3 leader types we have now are Commanders, Scientists and Officials.
Last edited by Garatgh Deloi; Nov 17, 2023 @ 7:31am
corisai Nov 17, 2023 @ 7:30am 
Originally posted by Segovax:
A bad design decision is a bad design decision. Using crutches to get around it doesn't make it any less so.
Absolutely not bad design - you're either investing into leaders & unlock more choices per level up (and less negative traits) or pray to RNG Jesus.
Segovax Nov 17, 2023 @ 9:12am 
Originally posted by Garatgh Deloi:
Originally posted by Segovax:
Yeah, I guess I should have looked for "We made every leader get traits they can't use" in the notes, my bad.

Scientists can use governor traits. Every leader type can govern a planet now (each having their own unique benefits for doing so).

Heck "Governors" aren't a thing anymore, the 3 leader types we have now are Commanders, Scientists and Officials.

Okay, then tell me the point of being stuck with "planetary bonus" traits for scientists when "Officials" don't appear to get the scientist bonuses. Or can we veteran trait our way into researcher with "Officials" and now there's only one leader type with 3 different colors?



Originally posted by corisai:
Originally posted by Segovax:
A bad design decision is a bad design decision. Using crutches to get around it doesn't make it any less so.
Absolutely not bad design - you're either investing into leaders & unlock more choices per level up (and less negative traits) or pray to RNG Jesus.

It's a stupid design for the reasons I already stated, and you restating an answer that is incorrect doesn't suddenly change that.
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Date Posted: Nov 16, 2023 @ 6:57pm
Posts: 40