Stellaris

Stellaris

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Leader Academy
   
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3 Feb, 2023 @ 12:38pm
6 Jun @ 12:56pm
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Leader Academy

Description
Leader Academy
Because I got bored milling the leader pool, but wanted something a bit lore friendly for recruiting them.

The Leader Academy lets you recruit a leader with a selected starting trait and up to level 10, at vastly increasing cost.
It also lets you rehab leaders that have picked up negative traits.
The Leader academy building gives increasing number of trait picks, as well as increasing leader pool size and capacity.
The 4th tier Leader Academy allows recruiting of a random ethics matching paragon leader once a year (if your empire can recruit them normally)

To access the leader academy you need to research it from society tech, it appears after Planetary Unification. This will let you build the Academy building on your capital, which enables a planetary decision to recruit a new leader.
Recruited leaders cost at least double the usual Unity cost, and an amount of Energy Credits. The exact cost scales based on the skill of the leader you are hiring.

Accessing high level leaders requires an upgraded academy, techs for which appear in the society tech tree.

Hiring leaders at level 4+ (aka veterans) requires either that you have enacted the Capacity Boosters leader-enhancement policy or have the Polytechnic Education tradition from the Discovery tradition category.

Hiring leaders at levels 8, 9 and 10 (aka that have Destiny) requires the Transcendent Learning Ascension Perk, as well as 1 of Capacity Boosters or Polytechnic Education.

The energy cost multiplication for higher leader levels and multiple traits is diliberately ruinous. If you have any of the policy/AP picks that unlock additional leaders, all your leaders will also come with the Academy Graduate trait, for bonus XP gain.

It is primarily designed for Regular empires, but will also work for gestalts, though they have fewer options.

pkbsharks is a hero player and when I was burned out and couldn't face the 3.10 update and all the leader class changes, went and did it themselves and sent me the patch on git for everyone to enjoy.

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68 Comments
MustDy 6 Jun @ 1:06pm 
@Draconas
Awesome, thanks!
Draconas  [author] 6 Jun @ 1:05pm 
On the plus point there are some additional scripted effects around adding and removing all positive/negative/all traits, so a retraining might be possible.
Draconas  [author] 6 Jun @ 12:58pm 
Ok new version uploaded, this is compatible with 4.0.15+

Given the massive instability of the 4.0 release I am not doing any new feature development, I intend minimal bug fixes to my mods to make them basically work only.
Draconas  [author] 4 Jun @ 12:30pm 
Yep, they changed a chunk of leader and trait assignment.
Totally bust until I have time to fix it.
MustDy 4 Jun @ 8:34am 
Oh, and after that there are "LEADER_IN_TRAINING" leaders in the list.
MustDy 4 Jun @ 8:32am 
It seems to be broken since today's update.
After choosing speciality for leader, window simply closes.
This MIGHT be somehow connected to my LO, however it was working fine yesterday.
Draconas  [author] 28 May @ 12:23pm 
No, primarily because there is no way to remove all traits, each one has to be done by name. Or silently kill them while creating a new one. But dying will remove them from positions. So it would be a very flaky process.
GnoSiS 28 May @ 9:36am 
Now with cloning, I believe your mood is much more relevant than ever before.
is there an option to retrain leaders from scratch? Just trying to solve the problem of an immortally cloned emperor with the wrong skills.
Draconas  [author] 24 May @ 7:14am 
Yes.
At levels 1, 3 and 5 the leader academy building adds 1 to the relevant cap for each class, also adds to the leader pool size for natrual recruitment.
galek011 24 May @ 7:06am 
Does this mod increase how many leaders it's possible to recruit? So tired of having just a handful of scientists for exploration. Thank you in advance for your reply.