Leader Secondary Skills

Each  may have up to 5 secondary skills providing bonuses to the entire empire, colonies in a system, an entire fleet, or only the commander's ship. The effectiveness of each secondary skill is determined by its level of expertise: basic, advanced, or expert.

Each time a leader levels up, they made gain an additional skill or increase their expertise in an existing skill. These are chosen at random, with two options provided to pick from (unless the leader has the  trait, in which case only 1 option is given).

*Main Article: Espionage*.
To engage in spy missions, the leader must have at least one espionage skill.  will then appear at the bottom of their info card--pressing this allow the leader to be assigned. This can be a useful way of avoiding the unassigned opinion malus when you have too many leaders for your available colonies and ships.

Some secondary skills are limited to either colony or ship leaders, while others can be obtained by any leader.

In the list of secondary skills below, basic/advanced/expert bonuses are listed with forward slashes between them--i.e., +5%/+10%/+15% means 5% at basic, 10% at advanced, and 15% at expert levels.

## Colony Leader Skills

### Astroengineering

Colony Leaders | Type: Empire* +5/10/15 science for Construction Tech to empire
* +4/8/12 additional science per level researched.

The leader is knowledgeful on large-scale structural engineering, including the design, construction, and operation of space technology, providing a boost to all construction research activities.

### Defense Technologies

Colony Leaders | Type: Empire* +5/10/15 science for Defense Tech to empire
* +4/8/12 additional science per level researched.

The leader is highly skilled in warfare, with a specialty in defense technology, namely armor, shields and defense strategy in general, which helps our efforts in coming up with new defense technology.

### Economics Specialist

Colony Leaders | Type: Empire* +5/10/15 science for Economics Tech to empire
* +4/8/12 additional science per level researched.

The leader is a specialist in theories and concepts from economics in topics as diverse as intergalactic commerce, research and alien cultural exchange, which provides a boost to all economics research activities.

### Infrastructure Planner

Colony Leaders | Type: Colony* +25%/50%/75%  production bonus to colony

The leader has a talent for devising the most efficient solutions for organizational structures and facilities like buildings, roads and power supplies, helping boost infrastructure development in all the colonies of the system.

### Medicine

Colony Leaders | Type: Colony* +25%/50%/75%  to colony

Versed in the science of medicine, the leader has acquired a great degree of knowledge and skill on treating and healing many types of diseases in many worlds and races. As a direct consequence of this, the mortality rates in the systems they govern are much lower than usual.

### Planetologist

Colony Leaders | Type: Colony* +25%/50%/75%  to colony

A Planetologist masters all the properties of planets, moons and all the ecosystems of entire worlds, which provides a boost to planetary engineering activities in all the colonies of the system they govern.

### Spiritual Leader

Colony Leaders | Type: Colony* +5%/10%/15%  bonus

The leader has the capacity to influence and mobilize large crowds to follow the leader's beliefs.
+5% morale to all colonies in system per skill level.

## Ship Leader Skills

### Astronautics

Ship Leaders | Type: Empire* +5/10/15 science for Propulsion Tech to empire
* +4/8/12 additional science per level researched.

The leader is well versed in the theory and practice of space navigation, which provides a boost to all propulsion research activities.

### Engineer

Ship Leaders | Type: Ship* -1/-2/-3 heat per round to leader's ship

The leader shows high skill in maintaining and controlling starship engines, the ship's reactor and all the other power systems of the vessel. This allows the energy overload function to be used more often during combat. This benefits only the leader's ship.

### Explorer

Ship Leaders | Type: Empire* +10%/20%/30% chance of finding something in ruins
* Better search rewards
* Expert only: can search ruins twice.

The leader has both talent and experience in exploring other worlds, increasing both the chance of finding something when searching ruins and increasing the outcome of the exploration.

### Helmsman

Ship Leaders | Type: Ship* +15%/30%/45% defense to leader's ship

This leader's proficiency in performing highly advanced evasive maneuvers makes them an exceptionally hard target. Many an enemy captain has found themselves frustrated by this leader's knack for deftly dodging nearly all incoming fire.

### Navigator

Ship Leaders | Type: Empire* +0.5/1.0/1.5 strategic ship speed

The leader's deep knowledge of the galaxy and experience as a navigator allows our fleets to take advantage of all gravity wells more efficiently.
+0.5 parsec speed on starmap per skill level.
Note: The effect is applied only if the leader has the highest navigator skill in the empire.

### Ordnance

Ship Leaders | Type: Ship* +2/+4/+6 missile ammo to leader's ship

This leader's obsession with quality control allows them to achieve above average ordnance equipment reliability. Their diligent efforts and inspections increase their available ammo by decreasing the frequency of misfires and malfunctions caused by improper upkeep.

### Pirate

Ship Leaders | Type: Empire* +4%/6%/8%  plundered from other empires' trade agreements

A pirate is an individual who commits acts of robbery or criminal violence in space. They're raiders, attacking ships and stealing their cargo. Pirates can be hired by an empire, which make them privateers or corsairs.
A pirate plunders trade routes and their revenue from all trade agreements.

### Sharpshooter

Ship Leaders | Type: Ship* +10%/20%/30% attack to leader's ship

This leader's knowledge of physics allows them to accurately predict the most opportune time to fire, and their exceptional patience grants them the capability to hold their fire until that time arrives, no matter the situation.

### Smuggler

Ship Leaders | Type: Empire* +2/4/6  per

A smuggler is an individual who deals with the secret exchange and shipment of goods to evade restrictions or tax fees. The items shipped are often considered contraband, and highly illegal. A smuggler brings in additional credits per strategic resource by level.

### Squadron Commander

Ship Leaders | Type: Fleet* +25%/50%/75% bonus to fighter and bomber attack and defense to fleet
* Highest leader in fleet only--not cumulative

The leader has experience with fighters and bombers, has flown many missions and acquired a great deal of expertize on dogfight and bomb run techniques. Squadron Commanders boost both the offensive and defensive capabilities of all fighters and bombers present in the fleet the leader is in.
Note: The effect is applied by the leader with the highest skill in the fleet (is the best squadron commander).

### Tactician

Ship Leaders | Type: Ship* +2/4/6 combat movement to leader's ship

his leader's combat experience and tactical expertise allows them to accurately predict enemy combat movements. This ability allows the leader to easily outmaneuver, pursue, and reach their targets in the quickest and most efficient manner possible.

### Weaponry

Ship Leaders | Type: Ship* +10%/20%/30% weapon damage to leader's ship

This leader's in-depth knowledge of weaponry allows them to take advantage of ingenious and unorthodox techniques in order to fully maximize their damage output.

### Weapons Specialist

Ship Leaders | Type: Empire* +5/10/15 science for Weapons Tech to empire
* +4/8/12 additional science per level researched.

The leader is an authority in weapons design, construction, and operation, which is a boon to the empire weapons research division program.

## General Skills

### Activist

All Leaders | Type: Empire* +10/20/40  to empire

The leader is a highly influential individual with a natural skill for moving and shaking the status quo by performing vigorous campaigns to bring political, social and cultural change.

### Astrobiologist

All Leaders | Type: Empire* +5/10/15 science for Planetary Engineering Tech to empire
* +4/8/12 additional science per level researched.

The leader has specialized in the study of the origins, evolution and future of all types of life in the universe which provides a boost to all planetary engineering research activities.

### Commando

All Leaders | Type: Colony/Fleet* +5%/10%/15%  cumulative in system or fleet

Commando leaders are highly skilled soldiers that inspire all the other soldiers around them. They increase the ground combat strength and space marine rating of all troops in the fleet or system the leader is stationed at. If you have several Commmando leaders in the same system or fleet, all of them boost your troops.

### Instructor

All Leaders | Type: Empire* +1/2/3 XP per turn to crew of all ships in empire
* Only highest leader's skill applies (not cumulative)

The leader's extensive experience and understanding of combat tactics increases the rate at which all ship crews gain experience. This benefit applies to all the ships in the empire, even when the leader is not assigned.
Note: The effect is applied only if the leader has the highest instructor skill in the empire (is the best instructor).

### Scientist

All Leaders | Type: Empire* +10/20/30  to empire
* +3%/5%/7% early breakthrough chance (cumulative)

A scientist is an individual who engages in systematic activity to acquire knowledge and help describe and predict how the universe works. In a more restricted sense, a scientist may refer to an individual who uses the scientific method and may be versed in one or more areas of science. Scientists perform research toward a more comprehensive understanding of nature, including physical, mathematical and social realms.

### Star Guide

All Leaders | Type: Empire* +5%/10%/15%  bonus to interstellar tourism

The leader's many interstellar travels and social connections among many cultures and species provides a considerable boost to all interstellar tourism exploitations going on in the empire. The effects accumulate with other leaders with the star guide skill.
+5% to interstellar tourism revenue per skill level.

### Trader

All Leaders | Type: Empire* +5%/10%/15% trade agreement bonus

The Leader is skilled in interstellar trade providing a bonus to any ongoing trade treaties. The effects accumulate with other leaders with the trader skill.
+5% to trade treaties revenue per skill level.

## Espionage Skills

### Deep Cover

All Leaders | Type: Espionage* Basic: Can see rival treasury, ship support info, and strategic resources
* Advanced: Can see rival tech tree and leaders
* Expert: Can see rival fleets, systems, and colonies
* 0%/50%/100% chance to frame another empire

The leader has skill in the art of disguise and can work "undercover" to avoid detection for the purposes of gaining the trust of the targeted empire in order to gather priviliged intelligence information from it.

### Espionage Skill

All Leaders | Type: Espionage* Steal tech 1 level below/equal to/1 level above max level researched
* 0%/50%/100% chance to frame another empire

The leader is skilled in the act of obtaining secret or confidential information from targeted empires. Leaders with espionage skills will be able to steal technologies. Depending on the espionage skill level, the more advanced the technological secrets to obtain will be.

### Psy-Ops

All Leaders | Type: Espionage* Reduce rival leader opinion by 4/6/8 points
* Leaders defect at -10 opinion
* 0%/50%/100% chance to frame another empire

The leader is skilled in employing psychological tactics intended to manipulate one's opponents or enemies, such as the dissemination of propaganda or the influencing of key individuals such as leaders.

### Saboteur

All Leaders | Type: Espionage* Destroy level 1/2/3 ground military building
* Destroy star base/battle station/star fortress
* Destroy Cruiser/Battleship/Titan
* 0%/50%/100% chance to frame another empire

The leader shows skill in being able to infiltrate enemy defenses and sabotage military assets. Experienced saboteurs will be able to destroy higher-level assets prior to an assault on a colony.
Note: Only one military asset can be choosen for sabotage prior to assaulting the colony.