Leader Traits

Each  personality is reflected in their permanent traits. These may provide bonuses or maluses and/or affect the leader's actions. Traits may be gained but never removed.

Acquired traits are added randomly as the game progresses. There does not seem to be anyway to affect when they gained, and whether they are positive or negative does not appear to be related to their current opinion level. You will receive a notification whenever a new one is acquired.

Inherent traits are present when a leader is first hired and cannot be gained by any other means. The  trait is rare but particularly powerful.

## Acquired Leader Traits

### Clumsy

Type: Acquired* +25% chance of discovery on spy missions
* +2 turns to set up spy missions

The leader moves and handles things in an awkward manner. This lack of tact makes all spy attempts harder.

### Fickle

Type: Acquired* -2 opinion for each turn unassigned
* +1 opinion for every 20 turns assigned (instead of every 10 turns)
* May defect/threaten to leave at -5 opinion (instead of -10)

Fickle leaders show apathy towards the empire they work for and change their minds frequently, especially as regards to one's loyalty or affections. If they wish to move on there is little one can offer for them to stay. The leader's opinion increases slower when assigned and decreases faster when not assigned.

### Greedy

Type: Acquired* Requests merit raises more often and for a higher amount

The leader shows an intense and selfish desire for wealth and power.

### Philanthropic

Type: Acquired* +5%  to colony

The leader has developed a profound sense of respect and care towards the population and is therefore highly respected due to gestures of kindness and generosity.

### Trusting

Type: Acquired* Will not defect or threaten to leave
* +1 opinion every 5 turns assigned instead of every 10
* -1 opinion every 2 turns unassigned instead of every turn

The leader shows sympathy and loyalty towards the empire and should not defect or threaten to leave. Also, the leader's opinion increases faster when assigned and decreases slower when not assigned.

## Inherent Leader Traits

### Empathic

Type: Inherent* +5%  to colony

The leader has great capacity to understand and feel what another being is experiencing from the other person's point of view, which means to say the ability to place oneself in another's shoes.

### Envious

Type: Inherent* May request dismissal of other leaders as a desire

The leader shows signs of being envious, develops conflictual relationships with peers and tends to foment intrigue.

### Genius

Type: Inherent* Gains +2 instead of +1 to primary trait on level up

The leader reveals extraordinary learning capabilities and will improve the primary skill further upon each level gained.

### Infamous

Type: Inherent* -1 diplomatic relations with all empires

The leader is well know for misconduct or unscrupulous behavior, and has been convicted for serious crimes. Other empires will not like that you have villainous scoundrels working for you.

### Lone Wolf

Type: Inherent* -1 to offense, defense, and initiative primary skills for each other leader in fleet

Likes to work alone and will get a penalty to offense, defense and initiative skills per additional leader in the fleet.

### Observant

Type: Inherent* Always at least finds  in  if nothing else

Having an attentive, sharp-eyed nature allows the leader to notice things that would easily pass unnoticed to others. When others in a same position would find nothing, this leader will always find something while exploring ruins that is worth some credits in the market.

### Quick

Type: Inherent* +1 to Initiative primary skill per level

The leader is a very fast thinker and quick to react giving a bonus to combat initiative whenever that primary skill is upgraded.

### Shape Shifter

Type: Inherent* -25% chance of discovery on spy missions
* -2 turns to set up spy missions

Shape shifters have the ability to transform their physical appearance at will, which is quite handy when you want to sneak around.

### Uncreative

Type: Inherent* Cannot choose which secondary skill to gain or upgrade on level up

The leader shows lack of creativity and tends to focus and specialize. So, when the leader levels up there will be no multiple options of skills to learn and choose from and as such only one secondary skill upgrade will be presented.

### Visionary

Type: Inherent* +1  per  to colony

The leader excels at thinking about or planning for the future with imagination and wisdom, giving a bonus to space culture generation in the colonies they manage.

### Xenophobic

Type: Inherent* Can only be hired by some races

For some reason, the leader dislikes certain alien species and will not offer to work for them.