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Partly the rarity of leaders is a gameplay mechanic. Leaders become less valuable if you have enough to park on every system and fleet. I'd say there's actually too many leaders allowed right now. It's never a choice between keeping one or hiring a different one. The only thing that's keeping them from being silly is that they appear more rarely.
There is a file for the leader limit, I think it's globals, but spud is probably more qualified for that than I am. I do know the max allowed changes with galaxy size now.
Leaders are all turned based on appearance.
The max is determined by a rather complicated formula using the number of stars, civilization, etc. It is constrained by the MATCH_MAX_COUNT_MIN and MATCH_MAX_COUNT_MAX
Increased Leader Chance of Appearing just lowers the next turn a leader will appear.
I take it from what Sol said that leader appearance chance is not bugged and works properly. It maxes at 52% meaning it goes from getting one leader every 30 turns on average to getting one every 15 turns. It's nice. Reduces RNG if you're looking for a specific one, like empire research, empire security, or empire credits.
In my current game i have 27 planets (16 systems) but only 3 of them have leaders. My max number of leaders is 8. The others 4 i kept can only go on fleets. I feel like getting a little bit more, like max 16 to 20 instead of 10 would be a little bit more fun without being too strong. I am assuming the AI gets the same number of leaders, so it doesn't feel like cheating.
Ty!
The same goes for leaders. Their bonuses can get quite impressive. 50% production increase on all planets in a system. 50% damage increase for ships orbiting. Large bonuses to trade treaties or credit production. Better auto repair than tech offers for your fleets. These things should be very scarce. With what you propose, 20 leaders nets you enough to give one to every system and have slots left over for your main fleets. That's just silly and the impact would be significant. I'd much rather you be limited to 5 leaders and have to really pick who might be useful and where best to put them.
If i go from a limit of 10 to 15, that's an increase of 50%. In my current game the limit is 8 (scaled to size i guess) so i'd be getting 4 more leaders, of which 1 i never use because i keep the slot open. Effectively taking me from 7 leaders to 11. Keep in mind one of them is there to just increase their appearance rate.
It would be nice to see more variety of bonuses from having more leaders. But i haven't decided yet. I think i might leave the setting as it is, and start a bigger galaxy next time to get the full 10 leaders instead of the 8 i am getting on my usual settings.
Either that or finish my current run on hard and start another one with a few more leaders, and increase the difficulty to very hard to compensate. Hard is getting too easy anyways.
PS: The only thing i find a bit too strong in 5X is the ability to trade techs to AIs for all their credit per turn. You can get a lot of credits this way. I compensate a bit by taking the money and giving the AI whatever they ask for, even dangerous stationary defense or weapon techs that would be used against me eventually.
Different races will have different leader types. Klackon tend to have lots of production bonuses, alkari tend toward speed and weapons, Darlock have spy bonuses, etc.
Good to know, ty!
It's funny i am nearly at turn 300 with Psilons and i haven't seen a single research leader.
they dont appear more often, if you met other races, but you can only get leaders from races you met. so if all leaders available for the races you met are hired somewhere, you can not get new leaders. if you meet a new race, you can get leaders again.
Also I can't resist,
That's what she said!