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Stellaris Dev Diary #126 - Sectors and Factions in 2.2

Hello everyone and welcome to another Stellaris development diary. Today we're going to continue talking about the 2.2 'Le Guin' update, on the topic of Sectors and Factions. As said before, we're not yet ready to reveal anything about when Le Guin is coming out, only that it's a long time away and we have many more topics to cover before then. Also as said before, screenshots will contain placeholder art and interfaces and non-final numbers.

Sector Rework
Sectors have always been a bit of a controversial feature. Even if you disregard arguments about the general level of competence of the sector AI, the fact that sectors effectively force the player to cede control over all but a few of their planets has never gone down well with certain players. In truth, the decision to force players to give planets to sectors was very much a result of the old tile system - because of the sheer amount of micromanagement that was involved in managing a large number of planets, it was decided that automation was necessary, and also to make that automation mandatory (barring mods) to effectively force players to not make themselves miserable by micromanaging the tiles of a hundred different worlds. With the planetary rework in the Le Guin update, we no longer feel that this mandatory automation is needed any longer, and so we've decided to rework the sector system entirely.

Instead of being autonomous mini-economies, sectors are now administrative units in your empire, with their layout decided by galactic geography, with each sector corresponding to a cluster of stars in the galaxy. Sectors are automatically created when you colonize a planet in a previously uncolonized cluster, and your 'core sector' is simply the cluster in which your capital is located. All interfaces that are relevant to sectors and planets (such as the outliner) are now organized by collapsible sector entries, allowing for better overview and management of a large number of planets. As before, each sector can have a governor assigned to it, but sectors now automatically send all of their production to the empire stockpile instead of having their own fully realized economy. However, since we still want players to be able to offload some of the planetary management when controlling a large number of worlds, it is still possible to allocate resources to a Governor, who will use those resources to develop the planets under their control. This of course means that there is no longer any core sector limit, and anything that previously used to give a bonus to core sector planets has either been changed into a different bonus or removed altogether.

EDIT: Since there's a lot of questions about leader capacity, please read down a bit further in the thread where I address this issue. Thank you!

(Note: Image is highly WIP and has missing elements)
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Faction Happiness Rework
Factions are also changing in Le Guin, though not to nearly the same degree as sectors. Most of the core mechanics of factions will remain the same, but Faction Happiness is being changed into something we call Faction Approval, measuring how much a Faction approves of your empire's policies. Where previously Factions would only give influence when above a 60% happiness threshold, Factions now always give some influence, with the amount scaling linearly to their Approval, so a 10% Approval faction will give only 1/10th of the influence that a 100% Approval faction gives you (the amount they give also still scales to their share of power in your empire). Faction Approval is also no longer directly applied to Pop Happiness, but rather will affect the happiness of Pops belonging to that faction at different thresholds, with small boosts to happiness at higher levels of approval and increasingly severe penalties to happiness at low levels of approval (effectively swapping the influence threshold for various happiness thresholds).

This should mean that even small boosts to faction approval now directly translates into influence gain, and that factions almost always give *some* benefit, even if that benefit may be outweighed by the unhappiness and unrest they can cause. We're also hoping to have time to review the faction issues, tying them more directly to policies to make them easier to understand. For example, instead of demanding that all species have their rights manually set to Full Citizenship, the Xenophile faction might demand a certain empire-wide policy setting that forces the equal application of species rights across all species.
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That's all for today! Next week we're continuing to talk about the Le Guin update, on the topic of Trade Value and Trade Routes.
 
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Will the right bar planet list reworked with the update? With possibly hundreds of planets and sectors no longer controlling majority of them that would become horrible mess to find the planets you want to manage more closely...
 
You delete Core planets limit, rework tile system and encourage differences between empire types on a level of administration?
It does seem like a pack of good changes. Hope it works well.

Perhaps in the future update, the larger the empire, the more difficult is to keep it under control.

That could be a malus for wide empires with governors; being corruped and not allocating all resources to the empire resource pile etc.

I did hope that the sectors would be integrated in the Internal Trade mechanics, but there wasn't even a hint in this dev diary. They do keep oneself gussing.

Wiz does not show everything. Instead this dev diary is to build up the upcoming dev diary, which could also mean that this update gives structure to a future update on diplomacy.
 
Good changes, altough I was hoping in deeper changes in factions, like Victoria. Like, some pops lose the job because I have created robot, they have the issues "outlaw robotic worker" and likely they will sustain the spiritualist faction, because they want to outlaw them. There is high crime level on some planet, so pops on this planet will have the issues, I don't know, "more control" and they will sustain the authoritarian faction. It's not the faction that influence the pops, but your choices and your good administration that make peoples happy and consequently a faction strong.

I hope this is something we will eventually see.
 
I'm not sure how I feel about sectors being defined. I quite liked how I could paint sectors within my borders, reflecting the geopolitical borders. Sometimes I placed the entirety of an integrated vassals territory into a sector, or recent conquests, etc.

More importantly, this sounds like it could lead to situations where I could have two planets adjacent to each other, but because they're at end points of a connected sector, I'm going to need two governors to manage what would otherwise be neighbors, even if there's nothing else in context. I just don't think pushing a defined 'state' mechanic into Stellaris is the best fit, really.
 
Nice. Not only "old" Sectors are gone, we now have another reason to actually go to war, so we can maximize our profits by owning a whole Sector.
How would that be different to conquering the exact same systems with the exact same resources in the current game?

Do you feel it's an improvement when the game "teases" you by disallowing the emperor to redraw internal borders? To me, I'd rather wonder who the person determining the layout of a sector is, and why they think a 1-planet sector on the border is a smart idea.
 
Will the right bar planet list reworked with the update? With possibly hundreds of planets and sectors no longer controlling majority of them that would become horrible mess to find the planets you want to manage more closely...
It sounded like they are subdivided in sectors.
 
Wiz, I'm a little worried that having more sectors will mean having more leaders who die and have to replaced with a lot of clickety-clicking. Have you considered some sort of "auto-assign new leader when the current one dies" check box or something to make this more automated? Having to replace dead leaders has always been pretty annoying in this game. At some point you start to ignore their individual traits and just click on the first one you see.
Governors increase the resource production of the planets in their sector, right? So they basically pay for their own upkeep as long as they're governing productive planets?
 
Leader cap is gone, leaders cost maintenance instead, with costs scaling to empire size.

Empire size increases leader cost.

With each new DD i understand more and more that Le Guin is the real Stellaris 2.0, Cherryh was just the teaser. Now about today Dev Diarie, these changes are... well, they will be necessary i think. In Stellaris you always need more scientist, 3 by default and i use to use other 3 for exploration and assistance, so good change. Just a few question: Which cost increase with empire size, recruitment cost or maintenance cost? The recruitment cost is still the same as now, at least at the beginning? About sectors now there will be no core sector limit but you can just give a sector to the AI, and they are like the CK2 duchies, good changes and a better decision to leave the sector, that is a feature of Stellaris that i liked and found ingenious. Good call, and thanks for the answers.
 
I might be missing something but it isn't 100% clear to me.

So sectors are essentially a cosmetic/UI feature to keep planets organised? And the player now has direct control over every planet?

What then is the advantage of assigning a Governor?

It sounds like hiring leaders scales to no longer be expensive as hell in the early game but later on so cheap that you can safely re-roll until you get the desired Genius scientist. I assume Governors unrest reduction and production bonus remains, but does the AI control then mean that you can't assign a Governor to the Core sector?

Here I am assuming that assigning a Governor is essentially giving the planets therein over to AI control, much like sectors exist now (regarding building and pop management at least).

How much control does the Governor AI have? Presumably they can't build construction ships or colonise internally anymore? Will a Governor be able to take instruction on how to spec a planet, or will they use internal logic to judge, or just build up to jack-of-all-trades planets?

Now that sector AI isn't required, giving up management of planets sounds like nothing but a disadvantageous move. No matter how well the AI judges, it still probably won't be 100% what the human player wanted or would have done. So what is the advantage besides the reduced micro, which itself already sounds much reduced?

Or have I missed the point entirely?
 
Could you also make factions not want things that are literally impossible : I hate it when I have one that wants a science treaty when I’m only know species that won’t trade one due to ethics
 
Any chance we can gain more ways to interact/visualize with factions?

Things likelMap overlays showing the xenophile faction which is along the borders of my xenophile neighbour. Or the tech faction who borders a robot empire or something. Even with the current info about specific leaders who belong to certain factions, it's very abstract. Knowing where a faction physically is within my empire would be great.

This leads to interaction.. maybe I want to sector off and Grant atonomy to a certain faction, I'd rather have them as as vassle than deal with them in my empire.

Being able to use resources to tweek their wants and needs.. maybe enough credits will sway them to my way of thinking on a certain point.

Which would open the door to interacting with other empires factions... Sow discord and disapproval in their ranks.
 
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How would that be different to conquering the exact same systems with the exact same resources in the current game?
In current game, unless it's a choke-point, or Super-good planet, there is no real reason to go for war for territory past early game. Now at least, owning a whole Sector pleasure your perfectionism and allow to squeeze more bonuses from decent Governor. Maybe we even can persuade Wiz to add more bonuses for owning a whole Sector.

Do you feel it's an improvement when the game "teases" you by disallowing the emperor to redraw internal borders? To me, I'd rather wonder who the person determining the layout of a sector is, and why they think a 1-planet sector on the border is a smart idea.
I understand your position, but i think pre-defined "geographical"-based static Sectors allow more possible gameplay implementations. But i also think player-defined internal borders also may have a place in Stellaris, just for different tasks.
 
Would we see a return of sector independence movements now that clusters are more defined geo-politically? (Stellar-politically?)

It would be a possibility again now, though there are no concrete plans for it in this version. Properly autonomous sector governors until Feudal Realm etc is also something that's possible with the new system.