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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)
2018_09_20_2.png

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.
2018_09_20_1.png


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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Well I see it perfectly possible, kind of necessary even, that internal and external politics would be among the next things that get overhauled/implemented after 2.2 drops.
And the devs did give hints that these new sectors might become the foundation for future content.
 
Im worryed about the overpopulated right side of the UI . May i suggest to put something like a prewiew of the planets inside a sector when you move your mouse on it on the map ? Or something alike ... just to avoid to add to that infine list that you have to close-open subgroup to move already ...
 
No need to be snarky, still. Imagine a shop owner responding to a customer in that tone.
:customer through the open window:
"Yo, fam, I see the "Closed" sign and all, but why the front door is locked? I wanna buy shizzle!".
Shopkeeper: closed means closed, I need to mop the floor, fire up the cash register computer, and restock the shelves! Calm your man-tits!
Customer: bad service! I'm going to WalMart!
 
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I am wondering how many times people want to ask that... I guess 2018.

i can understand the impatience . but it as been not even a week from when wiz sayed they could not say a date .

BTW , things may change , but last time , before a major patch they ended the DD , and started streaming the patch with a WIP version of the patch . they told the data of the "coming live" only after the stream started for a 1-2 weeks .

don't even hope-think its in this month or the next .

edit : in reality i don't realy remember if they ended the DD for the patch , or were still giving them , but i remember the streams since i looked out for them.
 
Well... there are not tooooo many possible launch dates.
October? No, too early, we did not see enough, no stream so far, no DLC-feature shown...
December? No, we all (incl. Paradox) know 2.2 will need 1-2 hotfixes to satisfy. But if released too late, there could be too less time to polish it before X-Mas.

So November, rather late than early, I guess.
 
Well... there are not tooooo many possible launch dates.
October? No, too early, we did not see enough, no stream so far, no DLC-feature shown...
December? No, we all (incl. Paradox) know 2.2 will need 1-2 hotfixes to satisfy. But if released too late, there could be too less time to polish it before X-Mas.

So November, rather late than early, I guess.

Maybe? We don't have any word about a major paid DLC accompanying this update though. I'm sure there'll be something, but I wonder if it will be closer to a Synthetic Dawn level story pack than a full Apocalypse expansion.

If that's the case, I'm not sure hitting Christmas will be that big a deal. And Wiz keeps emphasizing how far off the release is. November is in a month. Not sure I'd say that's "a long time away."
 
I would love a late November, early December release date, so when my wife gets home we can take a few days off and take over the galaxy. But by how Wiz has talked about it in each DD I don't think that will be happening.
 
Not sure about early December, because PDX has gotten burned before on releasing stuff right before vacations. You know how us Scandis are about our free time, bug fixing during vacation time is strictly verboten ;) .
 
i just hope is before february ... i saw in another game that didn't had a official date where the dev trolled them by saying that the game would come out between "today and the 2064" .

i mean, they at least gave a not-over-that-date sign . :p

i hope they will not go over february 2019 .
 
One thing I am very happy with in terms of immersion is that you are going to have to pay your leaders' wages instead of ''buying'' them for their entire lives.

Huh. I was really happy about no longer having leader cap, then you made me realize that I can't RP them as slaves to the state anymore because I have to pay them. Still happy... just... less happy.
 
with their layout decided by galactic geography, with each sector corresponding to a cluster of stars in thegalaxy. Sectors are automatically createdwhen you colonize a planet in a previously uncolonized cluster, and your 'core sector' is simply the cluster in which your capital is located

so rather than fix the issue you just broke it for the people that like sectors

I don't want clusters, I always throw all my planets but my capital under a sector

I like the idea of planets forming in clusters but now every cluster is a sector
Instead of only watching one sector I gotta watch 30 or 40 sectors

That is if I understood what you said
 
so rather than fix the issue you just broke it for the people that like sectors

I don't want clusters, I always throw all my planets but my capital under a sector

I like the idea of planets forming in clusters but now every cluster is a sector
Instead of only watching one sector I gotta watch 30 or 40 sectors

That is if I understood what you said

you will have to look at all planets yourself .

if you want automatism , you willh ave to give resources to sectors that will use them as they like.
even if you give them automatism, they will still give you 100% of the resource they produce, so you will have to give them minerals ( for now, thats it , even if they are thinking to implement some kind of revenu for governor in sectors, so to have them grown even if left alone.)
 
I know it is very early to make any conclusions but I was expecting something more about sectors and factions. I have some not developed ideas:

Sectors
- They should represent internal divisions in your empire and a concern for very big empires and fast expansions. We all want to see civil wars and really rebellions.
- The number of planets of each sector should be limited, maybe 2/3 of the core limit. It would be necessary waste influence to take a system from a sector.
- The number of sectors would be a problem too. There would be a government ethos attraction penalty related with the number of sector. It would be apply only in the pops of the sectors (not in the core). There would be techs, traditions and civics that decrease that effect.
- There would be a Sector Stability, based on the pops and stratas in the entire sector. A poor Sector Stability would cause rebellions and claims of independency. If many Sector have bad stability, there would be a civil war.


Factions
- We need more factions and they must be more interested. It is boring to see the same 9 factions in every game.
- I think pops and factions should have 2 ethos, they cannot be opposed of course.
- When a faction is created it would ask for some random demands of each ethos. During the game they would solicit new ones.
- There would be a small chance the factions would have a focus in a sector, race or strata. With a focus factions would attract the specific pop with the double of the strength but outside the focus the attraction would be very weak. Factions with focus would have specify demand, like more protection and investments in a sector or have a governor of a specific race.
 
I know it is very early to make any conclusions but I was expecting something more about sectors and factions. I have some not developed ideas:

Sectors
- They should represent internal divisions in your empire and a concern for very big empires and fast expansions. We all want to see civil wars and really rebellions.
- The number of planets of each sector should be limited, maybe 2/3 of the core limit. It would be necessary waste influence to take a system from a sector.
- The number of sectors would be a problem too. There would be a government ethos attraction penalty related with the number of sector. It would be apply only in the pops of the sectors (not in the core). There would be techs, traditions and civics that decrease that effect.
- There would be a Sector Stability, based on the pops and stratas in the entire sector. A poor Sector Stability would cause rebellions and claims of independency. If many Sector have bad stability, there would be a civil war.


Factions
- We need more factions and they must be more interested. It is boring to see the same 9 factions in every game.
- I think pops and factions should have 2 ethos, they cannot be opposed of course.
- When a faction is created it would ask for some random demands of each ethos. During the game they would solicit new ones.
- There would be a small chance the factions would have a focus in a sector, race or strata. With a focus factions would attract the specific pop with the double of the strength but outside the focus the attraction would be very weak. Factions with focus would have specify demand, like more protection and investments in a sector or have a governor of a specific race.

I disagree, sectors should not be just little pockets.

imagine core worlds being like Washington DC, while sectors are the states
 
Heya

Any chance of getting an "Auto-Build" function for player built Construction Ships, akin to Science Ship "Auto-Explore", that does what the existing Sector Built Construction Ships do currently?