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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.

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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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Please make it that there is some limit to the amount of systems that can be assigned to a sector but in exchange give us a higher range in which the player can assign a system to a sector so there wont be (many) cut of systems in a pocket that belong only into their own sector or none at all.
 
What I would like to see are planet templates. In 2.1, I would build all the base structures on a new planet, and let the AI upgrade them. In 2.2, I'd like to be able to leave instructions as to what an "agri-world" should build, or a "research world", etc.

For instance, I could leave a template of which district types to max out, and what buildings to build in which order, and let the sector AI built it up to that model. Or, in a more Civ-like way, leave a queue of what to build, and have them build it until you have X open jobs, before moving onto the next item.
 
I do like the idea of having an agri-world have cheaper farming districts, maybe 5% or 10%. Maybe have a separate designation for a colony(before 10 pops/upgraded capital) that doesn't give the bonus to production, but does give the discount to districts. Simulate the budding economy. Maybe could be automatically determined by planet deposits/modifers?
 
I really like the Idea of Automated Construction Ships, but i think then there should be a policy that allows you to limit the amount of ressources all automated construction ships together can use (from your pool/all-sector-pool) for auto building. Also there should be settings / policies (sector specific and for your own automated construction ships) if automated construction ships are allowed to build Outposts.

I imagine it would not autobuild an outpost unless you claimed the system first.
 
Glad this is getting tackled :) Coule you also look at the UI for sectors and planets? As it stands by the late game the info panel gets full of sectors, most of which are closed all the time but just take up space. Sometimes though a player might need to have a particular sector’s info close at hand, like if it has an important fortress world which would be even more relevant in this case.

Perhaps an ability to designate planets “important” so that they appear in a separate “important planets” category could help with this, bypassing the sector info clutter.
 
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.
I also felt it had a bit of a anti-blobbing effect. The minimum "sector tax" of 25% kind of limited the income from a large empire somewhat.
But I guess Empire Sprawl has now taken over the niche?
 
I have a few questions: A) Will we be able to lock sectors so they won't expand once you conquer new systems?; B) Even thru it is probably a long time before we will have it, if we have it at all, but will sectors have their own garrison fleets?

A) Depends on what you mean. If you take over a new system within range of a sector, it should join the sector. If you conquer territory outside sector range, it will go to Frontier Space, or possibly an Occupation Zone sector.

B) No current plans for it, but its not impossible.
 
Please make it that there is some limit to the amount of systems that can be assigned to a sector but in exchange give us a higher range in which the player can assign a system to a sector so there wont be (many) cut of systems in a pocket that belong only into their own sector or none at all.
The DD does mention something called "Frontier Space". Like some kind of fallback sector?
 
Could you also create some "build" queue where a player can throw in buildings and then the sector/planet builds them once they are about to get populated enough to make use of the building and not just produce stuff that wont get used but like districts costs upkeep anyway. So one can after conquest still plan a planet without interference from the AI.
 
It isn’t obvious that players should be free to micromanage sectors. In an MP game, if one player chooses to obsessively micromanage every one of his planets, that could potentially mean less fun for some of the other players. Therefore, the optimum for mutual fun *could* be something *other* than absolute freedom.

Why not have a Capital Sector, surrounded by Core or Developped Sectors, with anything farther away being Frontier Sectors? So 3 Sector types?

Ideally, Sectors should be able to demand autonomy or even independence, especially if not treated well. That could be one more Mid Game Crisis’ish thing that can happen, with various ways to reduce the probability, and various ways to deal with it if it has already started.

Auto-Build to exploit celestial resources was needed before 2.2, e.g. via folk’s mod, but with 2.2 Mineral incomes are so large, even in he early game, that the right-click method works very well. The only real frustration for me, in this particular area, is that I worry a lot about overlooking Strategic Resources. Especially green mana (which is very important to me, as - usually - a Fanatic Materialist) and Liquid Metal (which can be a bit hard to see). If there’s a 3 or 5 year delay, from I become able to exploit a particular Strategic Resource and until I actually notice it, then that’ll frustrate me. I would like that stress factor removed, but I don’t think Auto-Build is the right answer.
 
I really like the Idea of Automated Construction Ships, but i think then there should be a policy that allows you to limit the amount of ressources all automated construction ships together can use (from your pool/all-sector-pool) for auto building. Also there should be settings / policies (sector specific and for your own automated construction ships) if automated construction ships are allowed to build Outposts.

I don't want to automate the process of building Outposts. I see expanding as being a player choice.
 
Can the planet designations be associated with some type of specific templates -- esp. user generated templates??

I'd love to see some sort of interface that would allow you to tell the AI what you want built, when, etc. and then let the AI handle the "just-in-time" aspect of building, population management, amenities, CGs, etc.
 
New changes are good, but what's about assimilation hotfix? You have done an exciting amount of work and there is only one critical bug in 2.2.6 that needs to be fixed.
 
I am not sure how doable or practical this option might be, but, following what you said about planet prophiles, it could be interesting having different specialization prophiles for the planets. Not only mining, but also heavy residential, balanced, mining and refinery, etc.

This settings could automate all the district asignation following some ratio and also considering availability so you get 4 residential, 8 mining and 0 for energy and farming in a mining planet (I have no idea whata good proportion would be, just making a picture). Again, how difficult could this be? i don't know. Should this extend to special buildings? No idea.

But i would like to have templates for automatic development. There is a point in the game in which the planet administration is a chore, but i still want to be able to take decisions. It could also be interesting to have governors who are better on following these templates and others who just don't get it :p
 
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!

This is something that I have wanted for a while. Looking forward to these changes filtering in.

Hopefully sectors and governors will play a more engaging role in managing a the economy and the politics of your empire in the future too.
 
This all sounds amazing. Especially the ability to manually set planet specialties and have the sector AI consider that when developing planets. That's one of my biggest complaints with the current system, since just because two planets are near each other doesn't mean that I want them to focus on the same thing. Controlling what's built on a planet level is absolutely necessary for me to utilize any automated building. Being able to turn automatic building on/off for specific planets is also perfect.

Players will have the ability to give resources to a shared sector pool, both as one-off grants and as monthly subsidies.

On the subject of the resource subsidies, please add a "cap" for the monthly subsidies at which the subsidy isn't given. For example, I would like to be able to send the shared sector budget 100 minerals per month unless it's already over 10,000 minerals. Without this, automatically sending resources is only marginally better than manually sending them, since you have to constantly adjust the amount you send based on how much is in the stockpile. With a cap, the only time you should need to adjust the amount sent is if your sectors have grown too large to be sustained by the amount you're sending in the long term. You won't need to worry about their resource needs dropping significantly after an initial rush and ending up with massive amounts of resources just sitting in an inaccessible place.

This is all really exciting, though, and I hope that you're able to achieve all of these goals.
 
Can the planet designations be associated with some type of specific templates -- esp. user generated templates??

I'd love to see some sort of interface that would allow you to tell the AI what you want built, when, etc. and then let the AI handle the "just-in-time" aspect of building, population management, amenities, CGs, etc.

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?
 
The DD does mention something called "Frontier Space". Like some kind of fallback sector?
Thats not exactly what i meant. I meant that a sector just cant be as big as its range allows but rather has a smaller limit on systems but a higher possible range. This way a player can assign every system (or at least most) to a sector without creating tiny sectors for worlds in some pocket so far away from other planets that besides building ringworlds/habitats you could not put it into a sector with any other worlds.
 
Not much new here, but it's good that you decided to revert changes and even expand on original idea of sectors. Although, I'd prefer to have a bunch of planetary construction templates you can create for AI to follow (which was voiced a lot) - not like there's a lot of deviation in "standard" construction order for same-type planets.

Also, if this
We also hope this will make it easier for the AI to specialize their planets a bit more in certain cases.
is part of the goal, restricting AI from filling planets with same-type buildings is a bad idea in the first place. Currently, ecumpnopoli forge worlds is what rules the galaxy, and AI is incapable of building those.


PS just to have proper expectations: this being ambitious project means we shouldn't expect any updates (including ethic display and assimilation fix) for the next few weeks? a month? longer?
 
On the subject of the resource subsidies, please add a "cap" for the monthly subsidies at which the subsidy isn't given. For example, I would like to be able to send the shared sector budget 100 minerals per month unless it's already over 10,000 minerals. Without this, automatically sending resources is only marginally better than manually sending them, since you have to constantly adjust the amount you send based on how much is in the stockpile. With a cap, the only time you should need to adjust the amount sent is if your sectors have grown too large to be sustained by the amount you're sending in the long term.

Do you feel like you need to be able to set the cap yourself, or would a default cap of 10k work?