


The actual XP gain from any action is baseXP x (1 + sumOfIncreasesToLeaderXP%) x (1 - XPPenaltyXP%) XPPenalty% = 80% * (nOfLeaders - leaderCapacity)/leaderCapacity, capped at 100%

UnityIncrease% = 100% * (nOfLeaders - leaderCapacity)/leaderCapacity, uncapped Legendary Paragons and leaders with the Eager trait of levels 1-3 are not counted towards the capacity.Įxceeding the leader capacity increases the unity upkeep of all leaders and causes all experience gain to suffer a multiplicative penalty, which scales with the number of leaders exceeding the capacity and caps at 100%, at which point no XP is gained, ever. Dismissal is irreversible.Įach empire can support a limited number of leaders, starting at 6 for most empires. 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.

