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Stellaris Dev Diary #142 - Sectors

Hello everyone!

Today we’re back with a dev diary and we want to take the opportunity to be more open with how we will attempt to tackle one of our more difficult systems – the sector system. The sector system was originally added to help players manage their planets, so that you would not need to micromanage everything once your empire gets large. We’ve often felt sectors are in a bit of an awkward place between different playstyles and what they actually should do for the player. Sectors have gone through a couple of different iterations, but never felt quite right.

I will start by outlining some of the goals with the (new) system and problems with the old one. This probably doesn’t include every concern for every player who ever used sectors, but it should cover some of the larger things. If you have something to add, we certainly want to hear about it!

The goal
  • Sectors should help to alleviate the player’s need to micromanage everything
  • Sectors should feel like a more unique part of the player’s empire
Problems
  • Sector geography can feel wrong
  • There are too many sectors in late-game
  • Wars and rebellions can mess up sectors
  • Player has to micro the sector economy
  • No manual control of sector area
  • Sectors don’t manage space stations
  • No “sector capitals”
I CANNOT PROMISE THAT ALL THESE CHANGES WILL HAPPEN, OR THAT THEY WILL APPEAR IN THE SAME UPDATE.

Sector types

The Core sector will be the sector that is formed around your homeworld and any system within range. A regular sector is formed around a Sector Capital, which you will be able to assign. It will also include all systems within range. Any system or planet not within a sector will be considered to belong to “Frontier Space”.

We are looking into also having different sector types, or sector policies, in which you could have different settings for sectors. Potentially, a sector could perhaps adjust its range in inverse relation to something else, like Administrative Capacity. Occupation Zones might also be a valid sector type, to make it easier to manage conquered territory.

Sector range simply means all systems within X jumps from the sector capital.

Sector budget
Players will have the ability to give resources to a shared sector pool, both as one-off grants and as monthly subsidies. This will convert minerals/energy into a sector budget, like it currently does. The new thing being automated monthly subsidies and a shared pool. It will still be possible to give a specific sector grants. Sectors will first attempt to use resources from its own pool, then from the shared pool.

Players will also be able to set planet automation to on/off. Planets in sectors will have automation turned On by default. This means you should be able to turn off automation for a specific planet in your sector, which you may sometimes want to do.

Sectors can have a sector focus, similar to how they do now in 2.2. The automatic control of planets should take sector focus and planet designation in consideration.

Sector geography
The current plan is to have systems be automatically added to a sector within range. If a system could belong to two different sectors, it should be possible to nudge them to decide which sector they belong to. This important for players being able to set a sector geography that looks good to them in their game.

Moving sector capital will also redraw the sector, and could potentially remove or add new systems to it. You cannot add systems to a sector if they are outside its range. Systems must also maintain cohesion to a sector, so it's not possible to cut off parts of a sector.

Planet designations
We really like the planet designations, i.e. “Mining World, Agri World, Forge World”, but we also want the player to have more control over them. We want to add the ability to manually set a planet designation, in addition to the automatic setting. If you designate a planet to be a Mining World, it should perhaps also be quicker to build mining districts there. It should generally feel cooler to colonize a world, and based on its features, immediately be able to decide it should be an Agri World – and designate it accordingly!

We also hope this will make it easier for the AI to specialize their planets a bit more in certain cases.

Governors
Although governors will remain mostly the same as to how they are now, we will try to remake the governor traits to be a bit more generic and applicable to a sector as a whole, as opposed to being so planet-specific with their bonuses.

Space stations
We have discussed adding an auto-build function for construction ships, similar to auto-explore, which should hopefully solve this problem better.

---

I CANNOT PROMISE THAT ALL THESE CHANGES WILL HAPPEN, OR THAT THEY WILL APPEAR IN THE SAME UPDATE.

Our goal is to be able to able to get as much of this done by the next update as possible, but I cannot promise what will get in when. This sector rework is fairly ambitious, so it might be deployed in sections over a few updates. I very much like the design though, and I think it's a good foundation to build upon.

Since the launch of 2.2 we've been a little quiet, with a focus on extensive post-launch support. Going forward however, I'd like to increase our interactions with you, our community. While we want to have a more open communication, we want to avoid over promising or disappointing you if ideas change radically.

This is also a good chance for you affect this great game, so I hope an open discussion will lead to some constructive exchanges.
 
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Actually, you know, cribbing HoI4's construction system might be how you'd do it even better; rather than construction ships as a discrete entity, each one works like a civilian factory in HoI4; a set number can work on any project at once, and you just have an empire-wide build queue. You could have a toggle to say "automatically add mining/research stations to build queue when control of a new system is established" and then you'd just have to manage the priority of what your (abstracted) construction ships build first.
Yeah, something like that. For example, if starports/tradehubs would be used for this task (and, maybe, even struff like pop migration), it could change focus of managing empire infrastructure from manually ordering construction of mining stations to manually upgrading key starbases - latter task, at least, offers some degree of creativity.
 
It is an interesting thought, and something to look into. I'm not sure a "planet template" will be very easy to set up, though, considering how different planets can be. Maybe a small limit to how much a template can include, so it more easily can fit different planets?

My thoughts on making this planet-specific would require something akin to a template button / mode that you'd go into so you can indicate what to build at specific population levels. You would get feedback on local amenities / employment / etc. I know it's something I would like but I'm not convinced that there would be enough adoption by players to make the effort worth it.

Hopefully it gives you guys something to think about though.
 
The way I see things...
Sectors
Major problem:
Cannot be reliably considered by the player to be a viable substitute to their own judgment.

Minor problem:
Arbitrarily sized and arbitrarily enforced. (i.e. 20 planets in core turf versus 3 planets in a frontier sector).

Useful mechanic:
Assigning planetary type.

Proposed solution:
Allow the player to (Hard/soft) set planetary templates for different planetary types.
Hard templates: each building/district is set in a hard build order that the sector AI follows to the letter (upgrades when necessary).
Soft templates: each planetary type has an amount of buildings (up to 15) and the sector AI follows it to the best of its ability (upgrades when necessary).
 
Templates for Starbases and planets would be great indeed. Some sort of build order, for the sector to do on its own when resource/population requirements are met, so that it won't end up sitting on 20 empty districts, for example!

It's good there's more emphasis on the comfy macro aspect of things, that's what star empires are most about, after all! :D
 
For me this restores a lot of faith for Stellaris which has been lost since the release of 2.2.

Personally I think I'd prefer to have direct control over capital system (Sector and Core) than any one particular sector (i.e. Core).

Also of absolutely critical importance is the quality of automation. From the old sector system I was able to leverage "no rebuilding" to account for deficiencies of the available automation.
 
Why not make the secotrs and "clusters" just the same thing. Right now the map is generated in clusters, these coudl be sectors. Add visual markers on the map so that both sectors/clusters are easily distiguishable (current sector overlay is gross).
 
I kind of liked the old system. Each sector managed itself so you didn‘t hadto micromanage the whole thing.
Now i have about 20 sectors if i dont expand one planet after another and all those sectors need their own govenors and you have to allocate a budget.
How about declating each cluster as a sector by default or better give each sector an admin cap so you aren‘t able to create a 20 planet sector.

Also the should manage to get a small percanetage of their ressources as a budget auotmaticalle, although the general sector budget sounds promising
 
These plans sound really great. Perfect, even. There has been a difficult balancing act between needing to micromanage too much, and giving too much responsibility to an incompetent sector AI, but the new systems seems to solve it perfectly by allowing players to make per-planet decisions on automation while also improving the AI's decision making skills.

I also particularly like the idea of "frontier space" and "occupation zones" - the former gets rid of useless one-system sectors clogging interfaces, while the latter should fix the issue of micromanaging large amounts of conquered planets that you really don't care as much about as your own planets.
 
Different types of sectors and more depth to them has been my #1 wish for this game since day one, so this makes me so happy. Fingers crossed!

I wonder if the best way to automate construction ships would be to give them a monthly "budget", like a certain sum or a percentage of your total income, and then give them orders to develop certain systems, which they will proceed to do as their funds allow, possibly also prioritising research or mineral income.

As for automatic building construction on planets, I'd prefer this was left as an option to players, or that it was tied to sector types. Ie. you would be able to micro your core worlds, but the frontier worlds would fend for themselves to a greater degree. Would make sense both from a gameplay perspective, in that you'd want to micro your first few planets, but hand it off to the AI when you have lots of planets and it becomes a chore, and from an immersion perspective, in that it'd make you feel even more like the ruler of an interstellar empire, and micro-managing planets far, far away should be a little more difficult than managing the ones closer to you. A bit like demesnes (spelling?) in CK2.
 
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This is very promising but please hear my concerns. I personally dont believe the sector ai ever be good enough to statisfy a min-maxer player. However if i can designate a planet not to be Mine/Science etc BUT copy one of my previous planet that shoud solve all of our problems. The player has the experience to build science/energy etc worlds and after did it one just tell the ai pls my next planet look like this previus one. Its good for performance the ai dont need to "think" just copy. Its good for the player too, if the planet he did was good the copy be good if it was bad the copy gona bad. But its was not the Ai fault, but the players fault. The only math is if the palnet size are different but not to hard to keep the same city disctrict and left the rest proportonal to the original planet. I hope my design can reach the devs and take it to consideration. Thank you.
 
So, one of the biggest problems that I find with using sectors in the game of 2.2.6 is that not all planets are created equal, and the game rewards hyperspecialisation of planets once you're into even midgame, outside of very tall runs that probably never needed sectors anyway. The problem here is that sectors and hyperspecialisation do not go well together. The ability to set planet types sounds good, but I think to be "well automated" there needs to be the ability to set focus on districts and buildings separately-basically, tell a planet to focus on mining districts (and the one or two associated support buildings), but then be able to tell it to focus on say, alloys with the remaining building slots. This is based off my experience with my current game where most of my planets are headed down this path of "dual specialty" to actually use up the building slots and have sufficient alloy/research production on top of the basics. There also needs tobe a "city districts only" focus for empires like megacorps and possibly others.
Only being able to set one focus means that I can see planets having Alloy forges, but then the district usage is all over the place, or making good use of mining districts on a planet with bonuses, but then building the normal melange of buildings the AI is so fond of that doesn't have any focus.

Hello everyone!

Today we’re back with a dev diary and we want to take the opportunity to be more open with how we will attempt to tackle one of our more difficult systems – the sector system. The sector system was originally added to help players manage their planets, so that you would not need to micromanage everything once your empire gets large. We’ve often felt sectors are in a bit of an awkward place between different playstyles and what they actually should do for the player. Sectors have gone through a couple of different iterations, but never felt quite right.

I will start by outlining some of the goals with the (new) system and problems with the old one. This probably doesn’t include every concern for every player who ever used sectors, but it should cover some of the larger things. If you have something to add, we certainly want to hear about it!

The goal
  • Sectors should help to alleviate the player’s need to micromanage everything
  • Sectors should feel like a more unique part of the player’s empire
Problems
  • Sector geography can feel wrong
  • There are too many sectors in late-game
  • Wars and rebellions can mess up sectors
  • Player has to micro the sector economy
  • No manual control of sector area
  • Sectors don’t manage space stations
  • No “sector capitals”
I CANNOT PROMISE THAT ALL THESE CHANGES WILL HAPPEN, OR THAT THEY WILL APPEAR IN THE SAME UPDATE.

Sector types

The Core sector will be the sector that is formed around your homeworld and any system within range. A regular sector is formed around a Sector Capital, which you will be able to assign. It will also include all systems within range. Any system or planet not within a sector will be considered to belong to “Frontier Space”.

We are looking into also having different sector types, or sector policies, in which you could have different settings for sectors. Potentially, a sector could perhaps adjust its range in inverse relation to something else, like Administrative Capacity. Occupation Zones might also be a valid sector type, to make it easier to manage conquered territory.

Sector range simply means all systems within X jumps from the sector capital.

Sector budget
Players will have the ability to give resources to a shared sector pool, both as one-off grants and as monthly subsidies. This will convert minerals/energy into a sector budget, like it currently does. The new thing being automated monthly subsidies and a shared pool. It will still be possible to give a specific sector grants. Sectors will first attempt to use resources from its own pool, then from the shared pool.

Players will also be able to set planet automation to on/off. Planets in sectors will have automation turned On by default. This means you should be able to turn off automation for a specific planet in your sector, which you may sometimes want to do.

Sectors can have a sector focus, similar to how they do now in 2.2. The automatic control of planets should take sector focus and planet designation in consideration.

Sector geography
The current plan is to have systems be automatically added to a sector within range. If a system could belong to two different sectors, it should be possible to nudge them to decide which sector they belong to. This important for players being able to set a sector geography that looks good to them in their game.

Moving sector capital will also redraw the sector, and could potentially remove or add new systems to it. You cannot add systems to a sector if they are outside its range. Systems must also maintain cohesion to a sector, so it's not possible to cut off parts of a sector.

Planet designations
We really like the planet designations, i.e. “Mining World, Agri World, Forge World”, but we also want the player to have more control over them. We want to add the ability to manually set a planet designation, in addition to the automatic setting. If you designate a planet to be a Mining World, it should perhaps also be quicker to build mining districts there. It should generally feel cooler to colonize a world, and based on its features, immediately be able to decide it should be an Agri World – and designate it accordingly!

We also hope this will make it easier for the AI to specialize their planets a bit more in certain cases.

Governors
Although governors will remain mostly the same as to how they are now, we will try to remake the governor traits to be a bit more generic and applicable to a sector as a whole, as opposed to being so planet-specific with their bonuses.

Space stations
We have discussed adding an auto-build function for construction ships, similar to auto-explore, which should hopefully solve this problem better.

---

I CANNOT PROMISE THAT ALL THESE CHANGES WILL HAPPEN, OR THAT THEY WILL APPEAR IN THE SAME UPDATE.

Our goal is to be able to able to get as much of this done by the next update as possible, but I cannot promise what will get in when. This sector rework is fairly ambitious, so it might be deployed in sections over a few updates. I very much like the design though, and I think it's a good foundation to build upon.

Since the launch of 2.2 we've been a little quiet, with a focus on extensive post-launch support. Going forward however, I'd like to increase our interactions with you, our community. While we want to have a more open communication, we want to avoid over promising or disappointing you if ideas change radically.

This is also a good chance for you affect this great game, so I hope an open discussion will lead to some constructive exchanges.
 
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Something that I'm interested in what happens when all the sectors in a galaxy are defined.

Would that give opportunity for adjacent empires and factions to go for sector wars, and territory essentially becomes conquering sectors, much like how you would go after provinces and duchies in CK2? If the range of sectors overlap onto a system between two factions, then there could be a diplomacy opportunity to either set that system as a neutral zone, a disputed territory for some time, or perhaps a casus belli to declare war for control over it.

Seems like an exciting first phase is the exploration and sector creation, but then the second phase becomes about how factions and empires manage, govern, and interact with their sectors and the sectors of other factions.
 
For governors, could we make them compulsory for each sector and have a loyalty attached to them.

Low loyalty could lead to civil war if the sector feels neglected. High loyalty couls lead to boons for sector productivity.
 
This is very promising but please hear my concerns. I personally dont believe the sector ai ever be good enough to statisfy a min-maxer player. However if i can designate a planet not to be Mine/Science etc BUT copy one of my previous planet that shoud solve all of our problems. The player has the experience to build science/energy etc worlds and after did it one just tell the ai pls my next planet look like this previus one. Its good for performance the ai dont need to "think" just copy. Its good for the player too, if the planet he did was good the copy be good if it was bad the copy gona bad. But its was not the Ai fault, but the players fault. The only math is if the palnet size are different but not to hard to keep the same city disctrict and left the rest proportonal to the original planet. I hope my design can reach the devs and take it to consideration. Thank you.
Just copying a planet doesn't work though.
You might not have enough of a particular district to fill it out, you might want production districts to be kept rather than city districts (for a given "pattern"), or you might not have a match in what features are available. Or indeed a planet might have a modifier.

And of course you have to have built the planet you want to copy up in the first place whereas "build me a science planet" (or a mining planet, or an agri-world, or whatever...) can be triggered from a new galaxy without having to manually setup a world in the first place.