Leader Citizens Overpowered?

Are leader citizens supposed to give +1 base to all planets in the category they are assigned? The tooltip indicates it is supposed to only give 6% global increase. This seems very overpowered compared to the engineer/worker/scientist/entrepreneur citizens.

For example:

56,368 views 16 replies
Reply #1 Top

Leader do give +1 flat bonus in the xml file. I am not sure if this is their actual feature or a bug.

Reply #2 Top

Hell no, considering how long it takes to get them.

 

They are best for large empires. The Ai uses them so all is fair game. 

Reply #3 Top

Quoting Larsenex, reply 2

Hell no, considering how long it takes to get them.

 

They are best for large empires. The Ai uses them so all is fair game. 

I guess his point is; the game never tell you that it give flat +1, only 6% bonus to pool they been assigning to. But heck, +1 global for every colony is damn powerful. You get 10 of them max so that is +10 to one specific production every colony will get. What kind of leader is this? I want one in my country.

Reply #4 Top

No. Not at all. In no way.

As Larsenex said, if the AI can use them (and it does) then it's not overpowered.

Reply #5 Top

Quoting Publius, reply 4

No. Not at all. In no way.

Is this sarcasm?
Quoting Publius, reply 4

As Larsenex said, if the AI can use them (and it does) then it's not overpowered.
To be honest, this logic is not particulary useful.

If the only thing required for balance is, that eveyone can use it, you can get situations where the game provides ten ways to play it, one of them is superior to the others. So the only way to win is using one out of the ten ways. Players are balanced against each other alright... but game styles are not balanced against each other and there is a lot of unused potential.

To get back to the question about leaders:

Lets say I have 5 planets (which is not a lot). So, a leader will give me 5 research (and some %...). A researcher will give me 24% more research bonus than a leader to one planet. How much flat reasearch does the planet have to have in order for a reasercher to be better than a leader?

5/24% = 21

And this still does not account for the fact, that you get 6% to the 4 other planets.

It also doesn't account for the fact, that I can shift leaders to my civs most urgent needs at any time.

If I had known about this in m current game I would not have 3 out of my 25 citizens being leaders. It would be more like 20-ish.

OP is on point on this. Leaders are overpowered as compared to other citizens. Especially early game.

Only thing I can think of which might compensate a little is leveling, leaders don't level, do they? But having 40% instead of 30% after 200 turns is not enough to offset the otherbenefits of leaders.

Quoting Larsenex, reply 2

Hell no, considering how long it takes to get them.
Researching Interstellar Governance? This does not take long. It is verrry convenient to get actually.

Universal Translator you get early, so you can trade with others and lull them with open borders. The specialization you get because you need administrators soon after. And if you got something else for the specialization (whyever you would do that) you get IG for administrators. Your third or so citizen can be your first leader. And then you get nothing else for the next 9 or so citizens.

Does the AI use them like this? Still balanced vs. AI-players?

Reply #6 Top

I am in agreement with the preson above.

Reply #7 Top

Quoting zuPloed, reply 5


Lets say I have 5 planets (which is not a lot). So, a leader will give me 5 research (and some %...). A researcher will give me 24% more research bonus than a leader to one planet. How much flat reasearch does the planet have to have in order for a reasercher to be better than a leader?

5/24% = 21

And this still does not account for the fact, that you get 6% to the 4 other planets.

It also doesn't account for the fact, that I can shift leaders to my civs most urgent needs at any time

 

exactly, please nerf leaders

Reply #8 Top

Actually I would propose the opposite, buffing the other citizens.

Another alternative would be buffing some of the planetary improvements with a little more flat bonus, which I would not mind either, since I feel the pacing is a little slow now and planets do not scale very well after some point.

Reply #9 Top

that works too

im betting the flat +1 is a bug though, I'm sure we'll hear the official word from frogboy

Reply #10 Top

You get one leader every ten turns. Thus it takes a while to mass them up. They are working as intended.  And yes early on I will get a scientist but after I get say 10 planets I usually will get Leaders. I mod my game, I only play insane and now looking forward to the super insane maps, I mod my admins  up to 30 which feels bout right for the amount of hab you get even on rare which is litterally hundreds of hab planets. 

Since you get one Citizen every ten turns, you have to weigh do I go for an admin or a leader.

 

Oh you can research other techs to grab admins but then you are not research the other techs.

Reply #11 Top

Quoting Rizzmond, reply 7


Quoting zuPloed,



Lets say I have 5 planets (which is not a lot). So, a leader will give me 5 research (and some %...). A researcher will give me 24% more research bonus than a leader to one planet. How much flat reasearch does the planet have to have in order for a reasercher to be better than a leader?

5/24% = 21

And this still does not account for the fact, that you get 6% to the 4 other planets.

It also doesn't account for the fact, that I can shift leaders to my civs most urgent needs at any time




 

exactly, please nerf leaders

 

Why don't you nerf them in your game and play how you like rather than forcing everyone to play your way? Seriously this is primarily a single player game and is not bent in anyway for multiplayer. That excuse (nerf nerf nerf its too hard in MP)  will never fly with this game as stated years ago by Stardock. 

Reply #12 Top

Quoting Larsenex, reply 11

Why don't you nerf them in your game and play how you like rather than forcing everyone to play your way? Seriously this is primarily a single player game and is not bent in anyway for multiplayer. That excuse (nerf nerf nerf its too hard in MP)  will never fly with this game as stated years ago by Stardock.
There is no reason for you to be this defensive. There are some things I am pissed about with this release, but this is not one of them.

They turned the games balance upside down. It is to be expected that they didn't get everything right. There is nothing wrong with that. It even happens to multiplayer balance specialists such as Blizzard.

There really is no harm in having this discussion and trying to improve the game for people who are maybe new or don't have the time to learn .xml etc., right?

Quoting Larsenex, reply 10

You get one leader every ten turns. Thus it takes a while to mass them up. They are working as intended.
This is besides the point of this discussion...

The discussion is, whether leaders are overpowered compared to other citizens to which the same rules apply.

Frogboy went out of his way to talk about making decisions. If I have to make a decision (there are advantages and disadvantages to eiher choice), it is working as intended.

But if leaders are actually overpowered, then there is no decision, only a calculation. Then I take leaders all the way and there is no decision. Then they are not woring as intended.

Reply #13 Top

I'd agree with that. If they were actually giving a max of +60% globally to their allocated field as advertised that is one thing. But if they are giving potential +10 base unit per planet... Holy hell... Getting many given income types over base value of 10... For single planet... That's a full population on a large idyllic world that's been heavily specialised. Even the endgame wonders aren't that powerful, let alone flexible. For income, it's not such a big deal... But research and production, +10 base output for every planet before multipliers... Wow. Heck why even have moral in the game? With +10 base moral it's just a permanent plus 25% to all production.

Yeah, leaders all the way. AI can use them but it won't be programmed to use them that way... There is no way they could compete with that...

Reply #14 Top

How do you actually use the leaders ?  I didn't see a special slot for them in the Govern screen.

 

Reply #15 Top

Quoting JacquesGauthier, reply 14

How do you actually use the leaders ? I didn't see a special slot for them in the Govern screen.

Open up the Civilization tab, and look at the Economy tab within that.  On the left you'll see a "Civilization Priorities" column in different categories like Approval, Research, etc. Each Leader citizen appears there as a yellow icon.  When created, they are automatically assigned to whichever priority happens to on top at the time. You can click on them, which removes them from where they are and places the icon at the bottom under "Unassigned Leaders".  You can then click on an empty spot in one of the other priorities, which will then assign one of the leaders to that priority.

Reply #16 Top

Sorry men but for me its admin admin commander if can or generals. admin points and troops are critical for 200 turn huge map game. the commander helps with defended anomaly early on. population drives all those things you waste on leaders combat wins the conquest game.