Stellaris

Stellaris

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Better Leader Traits 3.4
   
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23 Nov, 2021 @ 9:50pm
10 Jun, 2022 @ 8:02pm
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Better Leader Traits 3.4

Description
DEPRECATED - Patch 3.8 completely changed leaders.

Leaders can gain traits from leveling up. That's really cool! A lot of aspects of the system are not, though. If you want the system to be a bit better and to make more sense, but without a full overhaul of leader traits, you need a BLT.
  • All leaders can gain up to 2 traits from leveling up, instead of the previous 1.
    * Gaining traits from other sources no longer interferes with this.

  • The chance for every leader type to gain a level trait is now the same.
    * Previously Scientists and Admirals had half the chance of Generals, Governors, and Rulers.

  • Chances for gaining a negative trait on level up are reduced by 10% per level of your Ruler.
    * A level 10 or above ruler prevents all negative traits from leveling any leader, and even level 1 rulers drop the chance by 10%.

  • When leveling up, leaders have a small chance to lose any negative trait they could have gained from a level.
    * This will "refund" the trait and let them possibly gain another level trait afterward.
    * This chance increases with the level of your ruler, not the individual leader.

  • Arrested Development is less likely to happen than other traits and will never happen on rulers.
    * It was simply too crippling, so now it's very rare.

  • Philosopher King now prevents negative level traits for all leader types like One Mind does, not just ruler and governor.
    * The text is updated for all languages.

  • Scientists who are researching can now gain traits on leveling up.
    * They will only gain traits relevant to their current research area.
    * Scientists who are not researching will not gain research traits.

  • Admirals can now always gain 1 positive trait from victory, defeat, repair, or exploration.
    * The chance is still pretty low, but it'll eventually happen.
    * Negative traits from defeat are unlimited, but can be lost through victory or leveling up.
    * Level 10+ Admirals no longer gain negative traits from defeat.

  • Your empire's ethics, civics, and authority affect which traits you are likely to get.
    * The list of these is huge, but in general they aren't too strong. It just changes the weight, but traits are all still random. Just be aware that your leaders will be more likely to get traits that make more sense in your empire.

Because you can now gain 2 traits, getting one that isn't your favorite isn't so rough. Getting negative traits is also less likely and can be undone by leveling more. This also makes your ruler's level and the Philosopher King civic better, both of which could use the boost. Scientists get a huge boost because now the traits they get will be relevant to what they were doing. And speaking of relevant, you're more likely to get traits that complement your empire now.

I highly recommend using this alongside any mod that increases your leader level cap, as well as Simple Leader Icons.

As a note, due to the scope of this, I couldn't test literally every thing. I did test a lot and it all seems to be working as intended, but please let me know if you see something I missed.
12 Comments
Keukotis  [author] 8 Jan, 2023 @ 7:14am 
They changed some stuff with leaders, so I would doubt it. When I eventually come back to this game, I'll be going through and updating all my stuff to whatever game version is current at that time.
parlaymars 7 Jan, 2023 @ 4:50pm 
fantastic mod! is it 3.6+ compatible? would love to add it to my modlist C:
salisthemaster 7 Jan, 2023 @ 5:59am 
Mod looks great, exactly what I am looking for. Does it work on 3.6.1 and is it save-game compatible?
Keukotis  [author] 2 Sep, 2022 @ 4:27am 
I haven't looked at that mod, but leader level up is a script that I'm overriding, or rather, I made a new version and I point the level up process at mine. Either way it wouldn't work well with another mod that edits the level process. One would override the other.
Kolo... 1 Sep, 2022 @ 6:30am 
Out of curiosity, has anyone tried this mod with the modded origin: Endeavour to Enlightment? As I understand they do pretty much the same, leaders gave a higher chance to gain traits and can gain more than one on level up. Would they stack or just simply are incompatible?
Keukotis  [author] 27 Dec, 2021 @ 10:33am 
@Cooperthedog2
I rebuilt the scripts that handle all of this. The wiki stuff does not apply when using this mod. All leaders can gain traits when leveling up now, and everyone can gain two traits from leveling up, regardless of how many other traits they have from other sources.
Cooperthedog2 23 Dec, 2021 @ 1:34pm 
Quick question does "All leaders can gain up to 2 traits from levelling up, instead of the previous 1" override

Every time a leader gains a level, they have a chance to receive an additional trait, unless they:

Are a scientist leading research.
Already have 3 traits.
Have already gained a trait via level-up.

Because would that mean a ruler witch already has two traits will never get a forth because they would already have 3 traits or does this overwrite that check. I got this info from the wiki Thanks for any response. [stellaris.paradoxwikis.com]
Kaivian 11 Dec, 2021 @ 8:05am 
Ah, let me explain better.

I like to tech rush. I usually maintain a scientist assisting research per planet I have, and these scientists I rotate around as I change what I'm researching. This provides me some backups in case one dies, and I'm getting a little bit better research by having more specialists. This just means if I do the same thing, and one levels up and gets a trait while assisting research, they're more likely to get something unhelpful.

Overall, still a great mod. Takes a lot of randomness out of the often frustrating leader system.
Keukotis  [author] 10 Dec, 2021 @ 6:34pm 
Assisting research only improves by scientist level. It isn't affected by any traits.

Scientists who are researching are your leaders in physics, society, and engineering research. With this mod, only those scientists will gain traits that boost research, and only traits that would benefit their particular field of research. So Maniacal on your society guy is fine, or even expertise in New Worlds. But your Engineer researcher won't get expertise in Computing, and a scientist out surveying won't waste a trait getting any of those when they should get something that actually affects what they do. Mixed stuff like Custom AI Assistant can happen on any scientist.
Kaivian 10 Dec, 2021 @ 3:23pm 
"* Scientists who are not researching will not gain research traits."

Hmm, not sure if I like this. Or does "assisting research" count as "researching?"

Research ends up being a lot more useful later than anomaly research speed...