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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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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.
I have to wait for more insights, but since it prevents the formation of 1 gigantic sector and since it makes the sector-limit obsolete, I like this ...

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.
In comparison to the current sector-system, this reads like, that you've just changed the sector-taxation to 100% ...

We're also hoping to have time to review the faction issues, tying them more directly to policies to make them easier to understand.
I need also more insights in regards to this, but since it seems to be less micro-intensive, I like this, too ...

Just something in regards to the faction-UI ...
Could you integrate the actions to suppress / support a / the faction(s) (via 2 different buttons for example) and their effects (in regards to influence) into the faction-UI itself ? ...
(The action to embrace a faction to change a government-ethic could be integrated into the "empire"-menu in the "government"-tab as a part of the "Reform Government"-button).
 
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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.
Hmm. Yeah, as you said it's probably just a matter of perspective -- I like to "set my own goals", so having the game tease me with something that should, in terms of immersion, be mine to decide in the first place, wrinkles me a bit. Perhaps more than it should, but to me, detailed empire customization and the realization of personal sci-fi fantasies/visions (including thinking up sector geography, name and purpose) has always been the biggest drawing point of the game.

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.
It would be nice if there was room for both! I would not mind the automation as much as long as there is an opt-out, somewhat similar to what Wiz teased with regards to sector economy, or at least a way to exert limited influence such as being allowed to slightly "tweak" the automatically assigned borders.
 
I have and idea that we can alter the relations between central(country) and regional governments(sectors), that is, to centralize or decentralize, and thus determining what player can do on the sectors. Centralization and Decentralization both have their merits. Subjects can be, in this manner, seen as 'loosen' sectors. And a sector with high autonomy could act like a subject.
Relavent thoughts could be applied the founding of Federations, or de facto confederations...In the current version, the federal fleets require no maintenance, which is absurd. I suppose there should be a central finance system of federation, which asks for the emergence of the will of federation, that means another country tag. And the federal government could centralize as well, eventually integrate all members into one country(but should the members be seen as annexed? Or they continue to exist, but with a rather limited sovereignty?)
Finally I hope the planets can be developped automaticly by pops...even without governmental funding, the economy will grow. And maybe the less the taxes imposed by the authority, the faster the development will take place.
 
Yes! I’ve been waiting to hear about sectors and factions and I really like the changes! Having sectors be fixed boarders that can each have a Governor sounds great, and I would love to see each Governor have their own little budget based on the strength of their economy. I also like that there won’t be any leader caps now. I always disliked hitting the cap, so I’m glad to see this will be a thing of the past.

And I also really like the changes to influence and happiness in faction happiness (approval now I guess). I found it frustrating to have lots of factions but not be able to get much influence because I struggled to fulfill most of the issues for many of them.

I wonder though, with influence being easier to get, will the cost of influence to do policies and other influence costing choices go up? Because that would make sense, but also would put hive minds at a huge disadvantage as they don’t have factions and now are locked out of what is looking to become a huge source of influence. Is there another way for them to get influence? (And maybe there is in the game already, I’ve never actually played as a hive mind so i’m Just not sure.)
 
"It's also possible that governors might get a small budget each month based on economic strength of sector even if you don't send them resources."

It will be kind of weird if sector governors get their budget from nowhere.:eek:
 
Leader cap is gone, leaders cost maintenance instead, with costs scaling to empire size.
Will the eager perk (the one that gives you a cost reduction) become a upkeep redection so it will remain a good perk to have even in the late game.
 
While I don't dislike the idea of fixed sectors, I'm not sure I like it either.

I've always enjoyed 'structuring' my empire in the way I like it, even if just for role play purposes. Having no control over the number of sectors in my empire isn't ideal.
 
A great set of changes, but in the (WIP) interface the science output figure is on top of the beaker icon and this makes it difficult to read. Is this an error (Icon is to big) or is this intentional as it would really impact on usability a lot?
 
Will the eager perk (the one that gives you a cost reduction) become a upkeep redection so it will remain a good perk to have even in the late game.

Yep! Leader cost also scales with empire size, so in general it's a lot more useful now.
 
"It's also possible that governors might get a small budget each month based on economic strength of sector even if you don't send them resources."

It will be kind of weird if sector governors get their budget from nowhere.:eek:

It wouldn't be 'from nowhere', more like local taxes. Your empire stockpile does not represent all economic activity in your empire, as next dev diary should make clear.

For example, one idea I have for the Feudal Realm civic (but I'm not promising there will be time for) is to have governors be way more autonomous, but have a fairly large income of their own.
 
A great set of changes, but in the (WIP) interface the science output figure is on top of the beaker icon and this makes it difficult to read. Is this an error (Icon is to big) or is this intentional as it would really impact on usability a lot?

At this point it's so WIP that it really isn't anything to worry about. Player usability really isn't a priority so early on. Wait for the month before release to get worried about it.
 
A great set of changes, but in the (WIP) interface the science output figure is on top of the beaker icon and this makes it difficult to read. Is this an error (Icon is to big) or is this intentional as it would really impact on usability a lot?

You read the disclaimer saying it was WIP and unfinished, so I honestly don't know why you're even asking this.
 
It wouldn't be 'from nowhere', more like local taxes. Your empire stockpile does not represent all economic activity in your empire, as next dev diary should make clear.

For example, one idea I have for the Feudal Realm civic (but I'm not promising there will be time for) is to have governors be way more autonomous, but have a fairly large income of their own.

Does that mean that sectors will occasionally have stuff begin to build without any cost to the player's treasury?

If so, how will the AI judge what to build with no player input? It would be nice to have the AI dynamically react to planetary needs. Like if a planet had some unrest, the AI builds some unrest reduction to compensate. Equally, it replaces these when unrest is safely at 0.
 
Will factions still provide a part of "max possible" influence, effectively penalizing multi-faction empires?
 
You read the disclaimer saying it was WIP and unfinished, so I honestly don't know why you're even asking this.

I undestand that is a W.I.P. I was just pointing something out that would impact usability for some users, if that was the intention with the interface (i.e. numbers superimposed on icons). Which would be worse, saying something now and looking stupid, or waiting until a change like that was made and it's now release date and too late to fix...
 
I undestand that is a W.I.P. I was just pointing something out that would impact usability for some users, if that was the intention with the interface (i.e. numbers superimposed on icons). Which would be worse, saying something now and looking stupid, or waiting until a change like that was made and it's now release date and too late to fix...

No such thing as too late to fix. In fact, there's almost always a hotfix in the days after the patch.