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This article has been verified for the current PC version (3.10) of the game.
UI leaders

Employed leaders

Stellaris_COMPLETE_Leader_Trait_Tier_List

Stellaris COMPLETE Leader Trait Tier List

A leader is a named character that leads a significant part of the Empire, as a Commander, Official or Scientist. Leaders can also be appointed to the council in addition to and concurrent with their regular assignments. Gestalt Consciousness empires use nodes rather than council leaders. The name of a leader can be changed at any time by clicking on it.

Each leader has an ethic, determined by the overall ethics of its species' pops. It can affect pop ethics the following ways:

  • If the leader is assigned to the council the empire will gain +10% attraction towards the leader's ethic.
  • If the leader is governing a sector every planet in it that doesn't have a planet governor will gain +25% attraction towards the leader's ethic.
  • If the leader is governing a planet it will gain +50% attraction towards the leader's ethic.

Leaders tend to get traits related to their current assignment.

Leaders have a Maximum Negative Traits number of 4 at base.

Leader classes[]

Leaders are divided into 3 classes that determine their background, possible assignments, council positions, bonuses, experience sources and available traits.

If the Galactic Paragons DLC is enabled, each class can be further specialized into one of four veteran classes. Gestalt Consciousness empires cannot use council-focused veteran classes as they use nodes instead.

Class Bonus per level Experience gain Veteran class Veteran class effect Description
Commander
  • If assigned as Sector Governor:
    • +0.5 Soldier Jobs
    • −1% Empire Size from Pops
    • +1% Slave Pop Resource Output
    • +1% Worker Pop Resource Output
    • −1% Specialist Pop Resource Output
    • −1% Ruler Pop Resource Output
  • If assigned as Planet Governor:
    • −1 Crime
    • +1 Soldier Jobs
    • −2% Empire Size from Pops
    • +2% Slave Pop Resource Output
    • +2% Worker Pop Resource Output
    • −2% Specialist Pop Resource Output
    • −2% Ruler Pop Resource Output
  • If governing home planet:
    • +0.5 Stability
  • If assigned as Army Commander:
    • +5% Army Damage
  • If assigned as Fleet Commander:
    • +3% Ship Fire Rate
    • +0.2 Disengagement Opportunities
  • 5 per month when being on Council
  • 5 per month when governing a planet or sector
  • 5 per space battle
  • 0.25 per ship destroyed on either side
  • 0.13.5 per ship disengaged on either side
  • 100 per ground battle
  • 25 per army destroyed on either side
  • 0.05 per day when suppressing piracy
Admiral
  • If assigned as Fleet Commander:
    • +5% Ship Weapons Damage
    • +5% Ship Fire Rate
    • +5% Combat Disengagement Chance
The stoic presence of a decisive Commander steels the nerves of our troops and bolsters our fleets.
Commissioner
  • If assigned as Sector Governor:
    • +0.5 Stability from Soldier Jobs
  • If assigned as Planet Governor:
    • +1 Stability from Soldier Jobs
General
  • If assigned as Fleet Commander:
    • +5% Damage vs Starbases
    • Orbital bombardment damage +5% Orbital Bombardment Damage
  • If assigned as Army Commander:
    • +5% Army Damage
Strategist
  • If assigned as Councilor:
    • +10% Military Ships Build Speed if Councilor
Official
  • If assigned as Sector Governor:
    • −1% Empire Size from Pops
    • +1% Resources from Jobs
  • If assigned as Planet Governor:
    • −2% Empire Size from Pops
    • +2% Resources from Jobs
  • If governing home planet:
    • +2 Amenities
  • If assigned as Galactic Community Delegate:
    • +10% Diplomatic Weight
  • If assigned as Federation Delegate:
    • +1 Monthly Cohesion
  • 5 per month when being on Council
  • 5 per month when governing a planet or sector
Delegate
  • If assigned as Galactic Community Delegate:
    • +5% Diplomatic Weight
  • If assigned as Federation Delegate:
    • +0.5 Monthly Cohesion if Federation Delegate
The charismatic speeches of a persuasive Official will strengthen our diplomatic links.
Industrialist
  • If assigned as Sector Governor:
    • +2.5% Specialist Pop Resource Output
    • −5% Pop Amenities Usage
  • If assigned as Planet Governor:
    • +5% Specialist Pop Resource Output
    • −10% Pop Amenities Usage
Advisor
  • If assigned as Councilor:
    • Upkeep −5% Pop Upkeep
    • +5% Trade Value
Ambassador
  • If assigned as Councilor:
    • Trust growth +5% Trust Growth
Scientist
  • If assigned as Sector Governor:
    • −1% Empire Size from Pops
    • +1% Research from Jobs
  • If assigned as Planet Governor:
    • −2% Empire Size from Pops
    • +2% Research from Jobs
  • If governing home planet:
    • Upkeep −1% Upkeep from Jobs
  • If assigned as Science Ship Captain:
    • +10% Survey Speed
    • +1 Archaeology Skill
    • +1 Astral Rift Skill
  • 5 per month when being on Council
  • 5 per month when governing a planet or sector
  • 0.1 per day when assisting research
  • 0.1 per day when assisting cloaking detection
  • 0.1 per day when doing active reconnaissance
  • 10 per celestial object surveyed
  • 50 per researched anomaly
  • 75 per archaeology site chapter
  • 100 per completed special project
Analyst
  • If assigned as Sector Governor:
    • +5% Research from Jobs
  • If assigned as Planet Governor:
    • +10% Research from Jobs
The mysteries and paradoxes of the universe beckons the inquiring mind of a brilliant Scientist.
Explorer
  • If assigned as Science Ship Captain:
    • +1 Sensor Range
    • +10% Survey Speed
    • +10% Anomaly Discovery Chance
Scholar
  • If assigned as Science Ship Captain:
    • +10% Anomaly Research Speed
    • +10% Archaeology Excavation Speed
    • +10% Astral Rift Exploration Speed
Statistician
  • If assigned as Councilor:
    • +5% Research Speed

Leader pool[]

New leaders are generally gained by recruiting them from the leader pool, which is replenished every 5 years. The leader pool starts with 3 leaders from each class, and the amount can be increased by various factors such as civics, traditions or ascension perks. A leader can be recruited from the pool at the following cost of Unity:

Level I II III IV V VI VII VIII IX X
Recruitment Cost 100 170 350 625 1000 1475 2050 2725 3500 4500

Leaders cost a monthly upkeep of 2 Unity per level. Leader upkeep is modified by the following:

Source Leader upkeep
Feudal Society civic (leader assigned) None
Eager leader trait −50%
Newboot leader trait −50%
Psychological Profiling tradition −25%
Delegated Functions civic −25%
Oppressive Autocracy civic −20%
Precision Cogs civic −20%
Kinship Kinship tradition −20%
Synchronized Agents Synchronized Agents tradition −20%
The Collective Self technology −10%
Embodied Dynamism technology −10%
Minor Artifacts Peaceful Application −10%
Galactic Commerce resolution 5 +50%

Leaders can only be of species with Full Citizenship rights. The chance of getting a leader of a particular species is equal to the proportion of that species in the empire's eligible population.

Once recruited, leaders can be freely and instantly assigned to different posts with no cooldown (for example, moving a governor from one planet to another sector).

Leaders may be dismissed at any time, unless they are the empire ruler. Dismissal is irreversible.

Leader capacity[]

Each empire can support a limited number of leaders from each class, starting at 3 per class for most empires. Legendary Paragons and leaders with the Eager trait at levels 1-3 are not counted towards the capacity.

Exceeding the leader capacity increases the upkeep of all leaders of that class by 10% and reduces their experience gain by 8%.

Lifespan[]

Each leader has an age in years and has a base guaranteed lifespan of 80 years, which can be improved by certain species traits, leader traits, and technologies. Leaders appear in the leader pool with ages between 28 - 50 years (27 - 38 years for Lithoids; 5 - 20 years if Clone Army Clone Army origin for biological pop leaders). Hovering over a leader's age will show the leader's guaranteed lifespan and current chance to die each month. After passing their guaranteed lifespan, leaders have a chance of dying every month. The probability is 0.2% per year that has passed since their guaranteed lifespan. After 20 years past their guaranteed lifespan, this increases to 2% per month.

While Mechanical Mechanical and Machine species Machine leaders are immortal, they can still die by accident, regardless of their age. Every 10 years, there is a 5% chance that a random Mechanical Mechanical and Machine species Machine leader will die. Machine Intelligence empires can adopt the Self-Preservation Self-Preservation Protocols tradition to reduce the chance of accidents to 2.5%.

Leaders can also be killed the following ways:

  • Commanders have a 10% chance to die when a ship of the largest size in the fleet is destroyed and a 2% divided by number of units chance to die each time they lose an army[1]
  • Officials can be killed by events if a planet in their sector has the  Mob Rule planet modifier
  • Scientists can be killed by bad outcomes of Archaeology Sites (~2.9% % chance, depends on the site)

The following modifiers affect Leader Lifespan:

Source Leader lifespan (empire)
Ethernal Throne relic owner Immortal
Chosen of the Composer ruler trait +50
Zro Additives edict +30
Healthcare Program Healthcare Program tradition +20
Cloned Organs tradition +20
Javorian Pox Sample relic owner +20
Policies Capacity Boosters Leader Enhancement policy +20
Composer of Strands covenant (50 favor) +20
Pharma State civic +10
Mind and Body Mind and Body tradition +10
Ageless empire modifier +10
Policies Selected Lineages Leader Enhancement policy +10
Vitality Boosters technology +10
Inoculated Population empire modifier +10
Composer of Strands covenant +10
Source Leader lifespan (species)
Venerable trait +80
Necrophage trait +80
Lithoid trait +50
Exotic Metabolism trait +50
Robust trait +50
Cybernetic trait +40
Irradiated trait +30
Perfected Genes trait +25
Enduring trait +20
Survivor trait +10
Limited Regeneration trait +10
Not of this World trait −10
Augmented Intelligence trait −10
Crafted Smiles trait −10
Dedicated Miner trait −10
Expressed Tradition trait −10
Farm Appendages trait −10
Gene Mentorship trait −10
Juiced Power trait −10
Low Maintenance trait −10
Spliced Adaptability trait −10
Technical Talent trait −10
Elevated Synapses trait −30
Pre-Planned Growth trait −30
Excessive Endurance trait −30
Clone Soldier trait −40

Funeral[]

When the empire ruler or a leader that has been present for at least 2 years and reached at least level 4 dies, there is a chance to have a funeral which gives the empire a modifier for 5 years. The chance increases with the leader's accomplishments and is guaranteed for the empire ruler. Empires have the following funeral options:

Funeral Modifier Cost Requirements
A private procession will suffice.
  • +5% Monthly Unity
  • −2.5% Happiness
0 Gestalt Consciousness
Let the masses mourn.
  • +10% Monthly Unity
  • +5% Happiness
400-8000 Gestalt Consciousness
They deserve nothing of the sort.
  • +15% Faction Unity Gain
  • +5% Happiness
0
Their story does not have to end here...
  • +15% Terraforming Speed
  • +10% Pop Growth Speed
0
A small commemoration will suffice.
  • +15% Monthly Unity
  • +5 Stability
0 Fanatic Egalitarian Egalitarian
Chant for their soul.
  • +15% Monthly Unity
  • −15% Consumer Goods Upkeep
0 Fanatic Spiritualist Spiritualist
Donate the body to science.
  • Researcher +5% Researcher Output
  • Physics Research +15% Monthly Physics Research
0 Fanatic Materialist Materialist
Erect an appropriate memorial.
  • +5% Monthly Unity
  • +5% Worker Pop Resource Output
200-4000 Fanatic Authoritarian Authoritarian
Keep it traditional.
  • +15% Monthly Unity
  • +5 Stability
100-2000 Fanatic Xenophobe Xenophobe
Launch the deceased into space.
  • Society research +10% Monthly Society Research
  • +20% Survey Speed
100-2000 Fanatic Xenophile Xenophile
Plan a grand parade. Now.
  • +5% Monthly Unity
  • +15% Military Ship Build Speed
200-4000 Fanatic Militarist Militarist
Set up a foundation in their name.
  • Society research +10% Monthly Society Research
  • +10% Pacifist Ethics Attraction
200-4000 Fanatic Pacifist Pacifist
Name a landmark in their honor.
  • +5% Energy Credits from Jobs
  • +15% Trade Value
200-4000 Corporate
We will endure.
  • +1 Leader Pool Size
  • +25% Leader Experience Gain
0 Hive Mind
Death is no longer an obstacle.
  • +1 Encryption
  • +10% Ship Fire Rate
0
What do we do now?! −15% Citizen Pop Happiness 0 Luminary leader

References[]

  1. Thus with 50 units, it is 2%/50 chance that the general dies, dev comment
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