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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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I preferred the old addition system to the sector. This new (automatic) further seems to me further broken despite the updates. So I have the following question: Would it be for eg. to restore the old system with somthing like size limitations based on the size of the planet?
 
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).

We have discussed it, but I would need the galaxy generation to yield much better clusters to feel that I would want to go down that route.

I think it would be very nice to have a screen to macro-manage your empire. This could have information of the overall state of your planets, such as:
* You have 200/250 districts available (50 nexus, 50 energy, 50 minerals, 50 agricultural).
* You have 500 population (20 unemployed, 40 clerks, 20 scientists, 60 whatever...).
* You have 600 population space (10 population in overcrowded conditions in 3 different planets)
* You have 300/360 buildings.
* You have 3 Planets with crime above x.
* You have 4 Planets with amenities below x.

It is an interesting idea, but it's also wildly different from how the player approaches choice right now, and I'm a bit concerned about how quickly it would break if you lose a planet, gain a planet, or when circumstances change drastically.
 
It is an interesting idea, but it's also wildly different from how the player approaches choice right now, and I'm a bit concerned about how quickly it would break if you lose a planet, gain a planet, or when circumstances change drastically.

I don't see why a visual interface would break when things change, drastically or not. I would love to have something like that. For a start, at least let us view colonized planets in the expansion planer. It already has a neat interface. Ideally, let us build district directly from that screen.

Edit: To get back to the topic, there could be a new sectors screen, which could draw inspiration from the expansion planner, but show your own planets, let you build districts as mentioned above, and maybe assign governors and sector capitals and whatnot.
 

You appear to have forgotten you had a bunch of this functionality before 2.2 butchered the sector system. Sectors used to draw from their own resources to build stations for example. Perhaps you should look to pre 2.2 sector code for many of these proposed 'all new improvements'. Sorry for the sarcasm - I'm still irked this stuff was ripped out in the rush.

edit - Starbase -> Station
 
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I want two things:
  1. Sectors should be manually assigned and created if desired
  2. Sectors should remain optional, like they are now
 
Thanks for the update.
Although I love Stellaris, I have stopped playing shortly after Megacorp because of too much micromanagement concering planet buildings.
We need more tools for macromanagement, and your proposed changes would definitely solve the issue. Looking forward to the patch so that I can come back to the game!
 
I don't know if anyone's already said anything about this but I'd love some more feudal mechanics (because I love me some Dune).

Maybe being a Feudal Empire reduces output on planets in sectors but gives some fleet capacity in return. As well as a host of vassal interactions of course.

I really just want space feudalism to be as fleshed out and unique as other "big" civics.
 
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.
It would be better, I think, if you had to manually add systems in range to a sector. That would allow for prettier sector borders.

Re. what somebody else said about sector garrison fleets, this could be a good way to get rid of the manual anti-piracy patrols, which I find annoyingly fiddly. Now that I think about it, this could also be a nice, dynamic way to pressure the player towards adding systems to sectors, if frontier zones were unpatrolled and therefore prone to piracy (definitely narratively appropriate!)


Thanks for the dev diary, I always thought sectors were a nice idea that needed some TLC.
 
...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...

I view admin capacity and sectors as logically connected concepts. If that is right, them the sector versus admin capacity consumption (ACC) relationships could yield potentially spectacular strategic choices. A few examples:
- sector ACC "ought" (in both gaming terms and "realism") to be relatively cheap, or (if you prefer) core ACC relatively expensive
- could make sector limit a "soft" cap in exchange for increased ACC penalties, either across the board or for specified sectors
- could add techs to decrease sector ACC
- certain civics, species traits, and even factions could denefit or penalize ACC (for sector and/or core)
- governor levels and traits could impact ACC for their sector
- as implied in OP, sector range could impact ACC positively / negatively as strategic choices... and, again, could be made the subject of techs / traits / civics
- as implied in OP, Occupation Zones (as well as Wild West Frontier Space) could be made to go easy on ACC at the price of exploitability - by way of analogy, cf EU4's autonomy system for territories versus states.

Likewise I'd like to see a "loyalty" attribute for governors, the effects of which vary according to species traits, civics, tech, factions, and decisions, but which might in special circumstances and combos lead to beneficial events at one extreme, and corruption / revolt events at the other. Especially interesting would be special exploits for, or blowback events against, megacorps and certain other government types. I'm not suggesting the devs go full CK2 on this, but...
 
An idea I had to make the difference between macro and micro management a bit smaller: a player receives a proposal from the Sector Governor for what he plans to focus on in the next 20(?) years on a specific planet. The proposal depends on the needs of the planet, sector and empire as a whole, and of course the planetary designation set by the player. If accepted, the planet gets a cost reduction for the required buildings and the build que is locked for the AI to whatever the proposal was (for example more mining districts and a city district). That way as a player you can predict what the AI is going to do and stop it if it isn't correct. And you keep a bit of interaction even after a planet has gone into a sector. You can tie it to an edict 'Request for Proposals' which decreases the time between proposals, and maybe some society research which could increase the cost reduction or give a secondary build time reduction for Proposals.
 
I feel like when the game starts out, the playershould have ALL the choices about what to do one their one planet, and their first colonies.
Kinda like a Count.
But after having a few colonies and a territory bigger than a cluster, you become more like a Duke. You don't choose individual pop allocations anymore, but still make bigger decisions like buildings, expansion, etc. and factions get into full swing.
And after spreading to several clusters you are in some way a space King, you never need to look at individual planets anymore. You mostly just need to give directions to each sector.


Thats a bit of high-level concept wishful thinking tho! And would require competent AI to deal with the things you dont deal with anymore.
 
A feature that I would like to see is being able to assign population controls to a planet automatically as soon as it reaches its population capacity. That way, I don't need to spend 30 years clicking on 20 different planets to see which one is about to overflow.
 
You appear to have forgotten you had a bunch of this functionality before 2.2 butchered the sector system. Sectors used to draw from their own resources to build starbases for example. Perhaps you should look to pre 2.2 sector code for many of these proposed 'all new improvements'. Sorry for the sarcasm - I'm still irked this stuff was ripped out in the rush.
Not starbases they didn't. They built mining and research bases. Never starbases.
 
I don't want to automate the process of building Outposts. I see expanding as being a player choice.
I agree, but chain building outposts could use some improvement. I pay extra for the outposts further out when queuing, when they would be cheaper when I would order them piecemeal after the previous outpost linked the system to my borders. Maybe an extra check when the building starts and a refund of influence. Same goes for other modifiers by the way, like the expansion ideas.

Then again, a simple refund would not be very clear interface design, to such an extend, that I'm not even be sure that what I am suggesting isn't already implemented and I never noticed because I treat the game as if there would be no refund.
 
I'd like to share some ideas:
- sectors should be formed on base of predefined clusters that are including 20-25 star systems (EU states).
- when territory cohesion is lacking, divided as two or more smaller ones.
- when sector contains all star systems of the cluster, a kind of super-sector can be formed that generates less sprawl (for example).
- every sector should have its own representation/governor that doesn't count to lider cap.
- every government type should have its own rules about designating governors.
- democracy; local elections of the governor of the sector take place every 10 years, 5 years after presidencial elections, no player control or influence, except capital sector.
- autocracy/gestalt; governors picked by Imperator/Mother when predecessor dyes.
- etc.
- 5 most populated sector's governors can participate in country leader elections.
- there should be possibility to pass/retake control of the star bases to/off the sectors, when no control, no visible at the outliner.
- don't make the first president disappear if not reelected, just add him to governors pool as a fraction leader or something ;)
That just some ideas...
 
I don't think auto-building star bases is even on the table. That feature is meant for mining and research stations.

As for the ability to manually designate planets; I do that anyway. When I colonize a new planet I decide from the get go, that this will be a forge world, research planet, or agri-world, based on the planets natural features. Being able to outright designate the planet as such would very much help to keep track of such decisions without giving the planet silly names like "Forge World Alpha".
 
One thing I'd like to see that would make management significantly easier would be the ability to set it so that only planets with unemployment or empty building slots show up on the outliner. That way I won't have to keep constantly scrolling up and down to see if one of my planet needs more districts or can get more buildings.
 
This sounds really cool, and I'm for it! Sectors have been chronically either boring, or bad, since the start of the game - bad when the AI had complete control, boring now that the player does.

So if we're moving back to a model closer to AI Total Control (even if it's not literally that), what sorts of improvements are going to be made to the AI's planet development routines? It is equally chronic in how suboptimal it is. If you are reworking sectors, are you also planning on dedicating some time to give the Development AI some serious TLC?