Leaders

Leaders are the backbone of a good interstellar nation. For any given part of an interstellar nation to function efficiently, a leader needs to be assigned. However, having too many leaders can and will cause problems. It is highly recommended to balance quality and quantity of leaders.

Leaders have 5 different types, and can only be assigned to those specific areas. These 5 types are: Admiral, General, Governor, Scientist, and Intelligence.

Leaders can start at higher levels, but those leaders have lower chances of appearing when a player goes to recruit them. Most leaders will be at level 1 when purchased.

Leader cost and upkeep both are calculated using the following formulas: Recruitment Cost = 200 × Level²
Upkeep = 5 × Level² per month

As leaders level up, they unlock new traits. Currently the level cap for leaders is 5. But leveling up a leader is not as simple as reaching the EXP threshold. Leaders must undergo a trial to prove that they are worthy of the promotion. Failing a trial will have three outcomes: Temporary stagnation, permanent stagnation, or permanent stagnation with demerits. Temporary stagnation simply means that a leader needs to get 50% more EXP to retake the promotion trial, while permanent means that the leader can no longer gain EXP and thus cannot promote in level. Demerits will result in the leader negatively impacting their assigned station. In order for a leader to undertake a promotion trial, they must pay half of the cost for recruiting a leader of that level.

Here are the recruitment values and upkeep values for leaders based on level:

LevelRecruit CostUpkeep
12005
280020
3180045
4320080
55000125

Leaders gain EXP each turn for tasks they successfully complete during their turn. Here is the formula for calculating how much EXP a leader needs to level up: XP to Level = 100 × Current Level². NOTE: Upon leveling up, the leader resets to 0 EXP.

Upon leveling up, Leaders not only gain a new trait but they increase the passive bonus they provide to their assigned area. Here are the bonuses leaders provide. Traits are still under construction.

Leader TypeBonus per Level
Admiral+2% Fleet Damage & +2% Fleet HP
General+3% Ground Combat Power
Governor+2% Industry, +1% Cohesion
Scientist+3% Research Speed
Intelligence+4% Espionage Success

Leaders are not immortal, save for some very specific species. Here are the aging and retirement chance rules.

Starting Age = 30–60 (random)
Max Lifespan = 70–90 (random)
When Age ≥ Max Lifespan: 25% per month to die.
1% chance per month to retire if Level 3+
2% chance per month if Age ≥ 65

There is a limit to the amount of leaders a nation can support at once without straining itself. The limits are universal, NOT based on types. Going over this cap increases the upkeep of any leaders over the cap.

Leader Cap = 2 + (Number of Colonies ÷ 2)