![]() ![]() Machine Intelligence empires can adopt the Self-Preservation Protocols tradition to reduce the weight of accidents by half, reducing the chance for an accident to occur for each roll to 1.06% (3.18% total), for a mean active lifespan of 900 years.Īvailable only with the Galactic Paragons DLC enabled. 2%: Scientist commanding a survey ship dies.Every 10 years, there is the following chance of a single leader suffering a fatal accident: While Mechanical and Machine leaders are immortal, they can still die by accident, regardless of their age. Selected Lineages Leader Enhancement policy The following modifiers affect Leader Lifespan:Ĭapacity Boosters Leader Enhancement policy Generals have a 2% divided by number of units chance to die each time they lose an army.Admirals have a 10% chance to die when a ship of the largest size in the fleet is destroyed.Scientists can be killed by bad outcomes of Archaeology Sites (~ 2.9% % chance, depends on the site).Governors can be killed by events if a planet in their sector has the Mob Rule planet modifier.Leaders can also be killed the following ways: The mean lifespan with no modifiers is 87 years. After 20 years past their guaranteed lifespan, this increases to 2% per month. The probability is 0.2% per year that has passed since their guaranteed lifespan. Gestalt Consciousness Rulers and Council Nodes are true immortals and never die under any circumstances.Īfter passing their guaranteed lifespan, leaders have a chance of dying every month.Hovering over a leader's age will show the leader's guaranteed lifespan and current chance to die each month. Leaders appear in the leader pool with ages between 28 - 50 years (27 - 38 years for Lithoids 5 - 20 years if Clone Army origin for biological pop leaders). Exceeding leader capacity decreases the experience gain of all leaders by 13% and increases their upkeep and recruitment costs by 16%.Įach 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. Dismissal is irreversible.Įach empire can support a limited number of leaders, starting at 6. Leaders may be dismissed at any time, unless they are the empire ruler. ![]() 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). The chance of getting a leader of a particular species is equal to the proportion of that species in the empire's eligible population. Leaders can only be of species with Full Citizenship rights. Leader upkeep is modified by the following: Leaders cost a monthly upkeep of 2 Unity per level. The underlying formula appears to be unity, resulting in the following recruitment costs: Master's Teachings: Philosophical Mindset edictĪ leader can be recruited from the pool for a cost of 97 unity unity at level one, increased by 40% per level. The leader pool starts with 3 leaders from each class, and the amount is affected by the following modifiers: New leaders are generally gained by recruiting them from the leader pool, which is replenished every 5 years. The mysteries and paradoxes of the universe beckons the inquiring mind of a brilliant Scientist. +0.5% Leader Experience Gain with Champions of the EmpireĠ.1 per day when assisting cloaking detection +0.2 Monthly Organic Pop Assembly if Hive Mind.+5% Pop Growth Speed if not Gestalt Consciousness.The charismatic speeches of a persuasive Governor promote colonial pride and prosperity. −2 Empire Size with Champions of the Empire +1 Stability if governing the Home Planet The frenzy and chaos of ground combat requires the calculating command of a competent General. +10% Military Ships Build Speed if Councilor.The stoic presence of a decisive Admiral steels the nerves of the crew as they engage the enemy. +2 Naval Capacity with Champions of the Empire ![]()
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