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Leaders
Leaders are special characters that can be as the ruler of the realm, the leader of the fleet or the planet's governor. Leaders need to be bought and trained. Buying cost always some credit and planet which can train leader will need to have 5 or more population. During the training population of that planet goes down by one.
Leaders can have multiple perks which are gained when leaders achieve a experience level. These perks makes leaders unique can give bonus for task they are handling. Also these perk determine attitude of leader if her or she is acting as a ruler. Ruler attitude will then affect for whole Realm's attitude. Perks also affect on governments which keep election for next ruler. Perks which are most valued for leaders in certain governments are chosen as a leaders. These perks can be achieved also if planet has Space Academy building.
Leaders are limited by their life span which depends on space race. Life span is value which is guaranteed that each leader will survive unless some accident or violent event kills the leader. When leader achieves age which is the life span each turn after that there is 1% chance to die by old age. This chance increases on each turn.
In certain government type rulers are for their whole life. Those rulers will also get heirs. Heirs are free leaders, but they can start acting as a leader when they turn 18 turns old. Heirs work otherwise just as other leader but some turn they can be rulers of the realm.
Leader can die by getting too old. This is the most common reason why leaders die. Leaders can also get killed as fleet commander if whole fleet is destroyed in combat. Leaders acting as governor will be killed if planet is being conquered. Leaders can be also killed during espionage mission if they are caught. There are also random events which can kill leaders unexpectedly.
Perks make each leader unique. There can be good and bad perks. Each level up leader has about 10% chance to get perk that causes some bad. These can be mitigate sometimes not assigning leader into certain job
- Militaristic - +1 Fleet capacity when leader is ruler.
- Warlord - +1 war resistance when leader is ruler.
- Charismatic - +1 Diplomacy bonus when leader is ruler.
- Agricultural - +1 Food production when leader is governor
- Miner - +1 Metal production when leader is governor
- Industrial - +1 Production production when leader is governor
- Scientist - +1 Research production when leader is governor or ruler
- Artistic - +1 Culture production when leader is governor
- Merchant - +1 Credit prodcution when leader is governor or ruler
- Discipline - +25% troop power when leader is governor or fleet commander
- Good leader - +1 Happiness when leader is governor or ruler
- Explorer - +1 Speed when leader is fleet commander
- FTL Engineer - +1 FTL Speed when leader is fleet commander
- Combat tactician - +1 Combat initiative when leader is fleet commander
- Scanner expert - +1 Scanning range
- Counter agent - +5 Cloaking detection
- Combat master - +5 accuracy
- Spy master - +1 Espionage value when leader is fleet commander
- Secret agent - +5 Cloacking value when leader is fleet commander
- Trader - +1 extra credit from trading when leader is fleet commander
- Stupid - -1 Research when leader is governor or ruler
- Micro manager - -1 Production production when leader is governor
- Corrupted - -1 Credit when leader is on duty
- Addicted - Leader dies signifigantly younger than others.
- Pacifist - -1 Fleet capacity when leader is ruler and cannot be assigned as Fleet commander for military ships
- Weak leader - -1 war resistance when leader is ruler
- Slow learner - Experience requirement is doubled for next level
- Repulsive - -1 Diplomatic when leader is ruler
- Academic - Experience requirement is halved for next level
- Power hungry - Leader tries to get as ruler by any means.
- Wealthy - Leader has massive amount of riches. This helps leader to get away from tough situations.
- Chatterbox - Ruler accidentaly tells about espionage information on own realm's fleets.
- Healthy - Leader lives significantly longer than others.
- Aggressive - Leader is aggressive. +1 Initiave when commander, -1 Diplomacy
- Peaceful - Leader is peaceful. -1 Initiave when commander, +1 Diplomacy when leader.
- Logical - Leader is logical. No side effects.
- Mad - Leader is mad. -2 Diplomacy bonus when leader is ruler.
- Diplomatic - +1 Diplomacy bonus when leader is ruler.
- Skillful - +1 Diplomacy bonus, +5 accuracy, +1 credit when governor
- Incompetent - -1 Diplomacy bonus, -5 accuracy, -1 credit when governor
- Convict - Leader has been in jail
- Cruel - Child killer, -2 diplomacy and -1 happiness
- Master engineer - Reduces overload failure by 2.
- Archaeologist - Increase ancient artifact study by 2.
- Trekker - Gain more experience on away missions on unexplored planets.
- Negotiator - +1 espionage bonus against every realm.
- Cartographer - Gain more experience when finding new planets.
- War hero - Higher chance for critical hit in combat.