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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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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?

A common request in the past that is probably more workable is the "starbase template." Where players can setup a template for preset layouts and builds for shipyards, bastion, anchorages, and trade posts that could be applied. So if I conquer a new system with a starbase, I simply select to apply a template and the game queues up all the changes to each module slot in the starbase. Right now, you have to select each module slot individually and choose its replacement.
 
It's good that you're finally separating planetary economy from sector management. Sector specialization was always an absurd notion, because it assumed that all planets within a sector should be identically specialized. They can't, without sacrificing planet bonuses, because a single sector will almost always contain very different planets. For example, my current game has five sectors; each has at least one ecumenopolis, agricultural world, energy world, and mining/refinery world, specialized according to planetary features.

Glavius AI already has planetary specialization, and I hope you look at his implementation for that, and for AI in general.

Instead of giving bonuses based on planet building and sector layout, bonuses should be given according to chosen planet specialization. You can replace the box showing current planet specialization with a drop-down menu where the player chooses what bonuses the planet gets and what buildings/districts the AI will build. We should have at least the following planet specializations:

- Mining (builds mining districts only)
- Generator (builds generator districts & boosting buildings only)
- Agrarian (builds farm districts only)
- Rural (builds all three resource districts districts evenly)
- Alloy (builds alloy foundries & city districts)
- Consumer Goods (builds CG factories & city districts)
- Industry (builds balanced alloy/CG & city districts)
- Research (builds research labs & city districts)
- Refinery (builds special resource refineries according to whatever is in deficit)
- Ecumenopolis Prep (fills the planet with city districts)

Except for the ecumenopolis prep option, construction should be "just in time" to minimize wasted resources.

There should also be four options for each planet, with two sub-options:

1. Allow AI management
2a. Allow AI to build districts
2b. Allow AI to build and redevelop existing districts
3a. Allow AI to build buildings
3b. Allow AI to build and redevelop existing buildings
4. Allow advanced buildings -- to prevent the AI from eating the entire special resource stockpile.

This is taken almost wholesale from Civ4's city and tile improvement management system.

This way players can set a planet's specialization and choose how the AI achieves it. For example, the player may want to start a new colony by telling the AI to build farms. Once the farms are filled, the player tells the AI to turn the planet into a research world, but WITHOUT redeveloping existing farms. The AI now builds research labs so long as there are new pops growing to work the labs, and builds cities for the pops to live in. Because redevelopment is disabled, it must wait for pops to grow before building new buildings and districts.

Or the player decides to turn a foundry planet into a research farm after popping her first ecumenopolis; she can do this by setting the foundry planet to "Research" specialization and enabling building redevelopment. The AI now will redevelop foundries to research labs without waiting for pop growth, because the player allows it to redevelop existing buildings. But it won't redevelop districts until the player enables that feature separately.

This system should be coupled with automatic pop resettlement for full planets -- which is already implemented by a mod.
 
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.

An empire stats tab could provide some of this data in real time just like the Demographics tab. The tab could be placed next to the existing Demographics tab in the game. It would be good to both player curiosity and identify any potential problems that players need to investigate. Here are some examples of stats that could be displayed in real time:

Population Strata (ruler, specialist, worker, etc) - raw numbers and percentages (everyone loves pie charts!!!!!)
Slave Population - percent of overall pops enslaved
Robot Population - percent of robot pops in empire
Unemployment Index - raw number and percent of unemployed pops compared to overall population
Homelessness Index - raw number and percent of homeless pops compared to overall population
Open Job Index - raw number and percent of unfilled jobs compared to total jobs in empire
Free Housing Index - raw number and percent of available housing compared to total housing in empire
Population Happiness - average percentage of pop happiness among overall population
Diplomatic Opinion - average opinion score of all other empires towards player empire
Neighbor Opinion - average opinion score of all neighboring empires towards player empire
 
An empire stats tab could provide some of this data in real time just like the Demographics tab. The tab could be placed next to the existing Demographics tab in the game. It would be good to both player curiosity and identify any potential problems that players need to investigate. Here are some examples of stats that could be displayed in real time:

Population Strata (ruler, specialist, worker, etc) - raw numbers and percentages (everyone loves pie charts!!!!!)
Slave Population - percent of overall pops enslaved
Robot Population - percent of robot pops in empire
Unemployment Index - raw number and percent of unemployed pops compared to overall population
Homelessness Index - raw number and percent of homeless pops compared to overall population
Open Job Index - raw number and percent of unfilled jobs compared to total jobs in empire
Free Housing Index - raw number and percent of available housing compared to total housing in empire
Population Happiness - average percentage of pop happiness among overall population
Diplomatic Opinion - average opinion score of all other empires towards player empire
Neighbor Opinion - average opinion score of all neighboring empires towards player empire
I'm not sure how "averages" would be very useful, especially when that sort of info is far more usefully displayed on the map overlays.
 
While I really like the change in trade, would it be possible to implement something akin to EUIV's treasure fleets for new world colonies, that travel along trade routes once sufficiently valuable? Could also provide a 'target' for pirates to go after, allowing players to sufficiently convoy them, rather than having to react to a randomly spawned pirate fleet somewhere

Also, are there any plans with creating actual trade routes between other empires? Perhaps restricting it to within federations? Commercial pacts just don't seem very 'impactful'
 
The changes are quite similar to something I suggested a while ago. Very pleased this is the route they're taking with this. Any chance we could set border policy (open, closed, civilian only) by sector too?
 
I think things like Automatic asigning of worlds and specialization are not going to work out.
Auto asign just causes too many problems and sectors are too large of an administrative unit to be specialized.
 
Speaking of sectors, unless you want to take steps into a ck2 direction of "limited controls over part of your empire", I think you should stop the sometime senseless war on micromanagement that flaws other pdx products like hoi4. Micro isn't bad per se. Some people don't enjoy having to manage 5 planets, some people don't enjoy managing 40. What I say is that players should be given the possibility of disable sectors, maybe having them as a purely aesthetic modifier on the map, until they actually feel they need them because their micromanagement is becoming too cumbersome. For me, I always felt that sector in stellaris were an unnecessary and senseless limit to do something I enjoy to do: the first mod I got was one that capped the core sector at 100, and never regretted it, althoug it meant that small part of the game (some tech, pacifism in early versions...) were lost to me
 
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.

This might be a little bit out of left field, but an idea for governors:

Governors

Each time a sector is created, a governor is generated and assigned. The empire gets +1 to their leader cap for each sector to accommodate this. The player can hire and assign a governor as usual if they want someone else in place.

Each governor is assigned an ethic. They are weighted to moderation, with a small chance of fanatic. There is also a small chance that the leader will become a fanatic over time, with that chance increased/decreased based on events. (For example, war will increase the chance of a xenophobe or militarist leader becoming a fanatic.)

Governors increase the attraction of their specific ethic and any related faction in their sector. Fanatic governors significantly increase that attraction.

Governors also give a moderate bonus to ethic-related buildings and jobs. For example, militarist governors provide a small bonus to ship construction. Materialist governors make labs slightly cheaper and researchers slightly more productive. Etc.

***

That would be all for now, as I understand that the system isn't quite in place yet for sector politics and rebellions. However it would integrate leader personalities into how sectors work in a way that would both make them highly relevant and would lay the groundwork for more sophisticated politics in the future.

And I personally think that, down the road, sectors themselves should have ethics assigned to them.

One of the staples of science fiction is the conflict between different regions. Just to pull an easy example, how Firefly has the Core, the Border and the Rim, each with radically different cultures based on their geography and experience. And (tbh) this is true of the real world as well. Massachusetts vs. Texas, Paris vs. Marseille, etc.

Down the road ethics should do the same thing. Their location, history, geography, leadership, etc. should combine to give sectors individual ethics, with consequences for pop happiness, factions, bonuses and internal politics.
 
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Previous versions have had player made sectors essentially be "the core", and "everything else". This was not really an intended result. Being able to stick a maximum level governor onto 95% of your empire is overly strong, even if you inflate his pay.
This means that there need to be a (soft) cap on the sector size and a serious cost on making sectors disappear. Players still could have *some* control over how sectors are formed so they didn't have to deal with awkward 1-colony sectors.
 
The changes are quite similar to something I suggested a while ago. Very pleased this is the route they're taking with this. Any chance we could set border policy (open, closed, civilian only) by sector too?
That's a great idea.
 
The changes are quite similar to something I suggested a while ago. Very pleased this is the route they're taking with this. Any chance we could set border policy (open, closed, civilian only) by sector too?
What does having border policy set by sector really do?

If you don't want someone in your space, you don't want them in your space.

In most cases, if you're excluded from part of someone's space they're not going to want you in the rest of it.

On a relations based issue (for how upset the AI gets when you close your border to them), do you get the full "closed border" penalty if **any** of your space is closed to them, or is it proportionate? If it's proportionate how do you avoid expoits like closing only the sectors that are accessible to your neighbours and having the rest be *technically* open to them - even if inaccessible?
 
The changes are quite similar to something I suggested a while ago. Very pleased this is the route they're taking with this. Any chance we could set border policy (open, closed, civilian only) by sector too?

First I’d like more relevance to borders open/closed. Other than science ships continuing to explore and endgame crises, I’m not sure I’ve ever seen border status matter. If foreign trade routes existed, if we needed access to buy and sell strategic resources from another empire, if intervening in wars not on your border was important, all that would make borders matter. Atm though, I feel like that should come first.
 
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I'm not going to claim to know better than the devs but, legitimately, just let us draw our own sectors. Currently this is the issue:

An Empire runs smoothest and most efficiently when every planet is specialized to meet the needs of the empire. This necessitates things like Agri worlds, Mining worlds, and Forge worlds, among others This requires intensive micro and as a result, the best planets are the ones specifically curated by the player. Allowing the sector AI to manage things is fine on its own, they'll be underperforming, but they'll be passable, surely. HOWEVER this assumes that each sector has access to enough planets to sustain itself energy-wise and mineral-wise. With automatically drawn sectors, especially with how small they are, this can never be the case without ring worlds and habitats. Allowing us to draw our own borders means we will have less sectors to feed resources, and we can ensure that either A: the sector always has enough resources to do its job, or B: The sector has enough resources to become self-sustaining with the planets you give it. The sector budget and setting individual planets whether or not to be automated by sector AI is a good idea though, as it means we can give sectors dedicated resource worlds to ensure it can prosper without further attention, but this means nothing if the sector only has 1-3 planets in it if we're lucky. If you're really insistant on making sectors automatically drawn, please at least make them bigger, or give them a minimum habital planet size so we don't end up with literally useless sectors that can never accomplish anything.
 
Once my empire grows large enough, I lose interest because there is so much micromanagement and the sector AI was so terrible in previous patches that I have stopped letting it do anything.

There have been good comments and ideas in this thread.

I personally think we should move away from trying to make an AI that manages multiple planets in a sector because it's a complex problem and the results are probably never going to be satisfactory. No more sectors, just individual planets.

What might give good results is allowing players to define customizable development plans for individual planets. A development plan would be a list of customizable instructions on how to develop a planet, and it can be copied and pasted and saved between sessions. The AI would then just stick to this plan when developing a planet. Example plan:

- Build 1 Monument.
- If less than 80 pops, build 1 clone vats.
- If global consumer goods production is < 5, and workers > 1, build a civilian factories (this would also have to take the projected consumer goods production into account or many planets could simultaneously begin building consumder goods factories).
- If number of available jobs < 1, build mining district,
- If number of available jobs < 1, build generator district

The AI would read this plan step by step and prioritize early instructions over later ones. So it would always build a monument before clone vats and also delete the clone vats after reaching a population of 80.

The player could then create development plans for mining worlds, generator worlds, balanced worlds that adjust production to what is needed, science worlds, fortress worlds, trade worlds, etc. And the AI will build them according to plan.

Yes there are many details here that need to be clarified but it could work as system. This system doesn't have to be perfect. It's okay if the player intervenes or handles some part of the development, as long as most of the work can be competently handled by an AI.
 
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assuming these features will be seen when the next expansion (likely focusing on empire interaction) comes around, will we also see rebbelion/uprising/declaring-independence mechanics for the sectors? And if we do see such mechanics hopefully they won't just bolster the arsenal of the mighty death spiral, destroyer of AI players and newbies alike?
 
Love it.

Literally zero complaints. I think you've nailed all my issues with sectors and me having too much micro to do.

I would play the game again if this stuff happened. Well... play the game to completion at least, I cannot currently stomach anything beyond midgame where the micro gets out of control.
 
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.
so u dont plan to solve thousands of one-planet sectors problem. very bad
 
One thing which would make sense and maybe contribute to the importance of placing a sector, is to direct all trade in a sector towards the capital, adding to its trade value, before sending it back to the capital. Furthermore, it would certainly help with player management having it say "from sector XX" than some system name you don't recall

I am not sure, but it is possible that it will also simplify the calculation of trade routes.

Frontier sectors could be considered outside the established trade network, or it needs to have a separate system.

I love these changes though, hope it works out.
 
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