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Stellaris Dev Diary #147 - An update on Sectors & Designations

Hello everyone!

First of all I want us to celebrate that today is the 3-year anniversary of Stellaris. Stellaris is such a great game that has changed a lot since its release. Since 1.0 we’ve added Civics, Traditions, Ascension Perks, Fallen Empires, Hive Minds, Machine Empires, planet killers, starbases and much much more.

When we started developing Stellaris, I don’t think we could ever foresee what Stellaris would become this many years later. It’s really become its own thing and it’s really fun to see how many new players – many of who may never have played any of our other games, or any other strategy game for that matter – have found their way to Stellaris. Stellaris is such a great game for telling your own stories and in general just enjoying the awesomeness of space.

A big thanks to our awesome community for making this game even better!

Alright, let’s move on to talking about sectors & designations. This will be a followup to Dev Diary #142 and I will try to outline what we’ve done so far.

Designations
Previously planets would automatically assume a role depending on what was built on it. It’s now possible to set this manually, if you wish to. Having played with this myself, I must say it feels pretty great to be able to make that choice directly yourself.

upload_2019-5-9_14-2-20.png

Automation
A new neat feature is that it’s now possible to decide which planets, regardless if they are in a sector or not, should be automated. Automated planets will build things according to a certain build order, which is set up per designation. For example:
  • Build all district types of its designation
  • Build the buildings following the build order of its designation
  • Remove Blockers
  • Repair Buildings
  • Upgrade all buildings
This will happen every time it has less than 3 open job slots.

If crime is high this will trigger a crisis that will build a Precinct House, ignoring the normal build order.

If a building in the build order can not be build, e.g. because you lack the technology, it will be skipped.

Automation will try to use its own Sector Stockpile if possible, otherwise it will use the Shared Stockpile. You can read more about the sector stockpiles further down in the dev diary.

upload_2019-5-9_14-5-17.png

Because we deemed the risk to be too high right now, AI empires will not manually set designations or use the build orders. Our goal is for that to be improved in later updates, however, and when it’s had more time in the cooker we will be deploying those changes.

Sectors
In the new system, sectors will be created by making a planet a Sector Capital. This will immediately form the sector and include all systems within 4 jumps of the Sector Capital. We originally had thought to make the range 6 jumps, but we feel like 4 jumps feels better.

upload_2019-5-9_14-3-17.png

It becomes very easy to create a new sector. Simply click the flag on the galaxy to open the planet view.

upload_2019-5-9_14-3-49.png

In the planet view we have a create sector button. Once clicked, it will immediately create the sector.

upload_2019-5-9_14-4-15.png

Boom! Sector created. It’s just as easy to delete the sector as it is to create a new one. The sector capital is also visible on the map with its own icon.
Sectors now also have a Shared Stockpile, in addition to their Local Stockpiles. It is possible to set monthly subsidies for your Shared Stockpile. This should make it a lot easier to manage larger empires.

upload_2019-5-9_14-4-51.png


What remains to do
We didn’t want to try to do too many things at once, so we will be going with the safer option of deploying these changes in increments. These changes will not be coming in the upcoming update, but rather in the future.

Left to do:
  • Have AI empires set manual designations
  • Have AI empires use build orders for designations
  • Allow players to have control over the build orders for the different designations
  • Add nudging of systems between sectors
  • Allow you to create new sectors from within a sector
  • Display non-sector systems as a “Frontier Space” sector
  • Rework Governor traits to be more widely applicable
  • Look into automation for construction ships
When we’ve looked into more of these things we may want to start exploring ideas like adding more mechanics to “Frontier Space” or if we can tie faction to sectors somehow. Those are only some thoughts we’ve had though, and it's too early to say if that will come to fruition or not.

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That is all we had to share for this week’s dev diary. I’m really looking forward to next week’s dev diary, when I’ll be sharing something awesome.

Thanks again to all of our community, and let’s look forward to the next 3 years!
 
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I do! Having systems ship their resource output along the trade system would be AMAZING and add a TON more depth to how you build your empire and wage warefare. Getting part of your empire cut off from the rest would become a major concern.
Sounds a lot like the whole 'we don't want automation anymore - wait fix the sectors' thing from a few pages back; this sounds like the very start of a "Be careful what you wish for" story.
 
Sounds a lot like the whole 'we don't want automation anymore - wait fix the sectors' thing from a few pages back; this sounds like the very start of a "Be careful what you wish for" story.
I've been hoping we'd have tangible transportation of resources in some form for ages. Either "physical" stockpiles that can be protected or lost, or at least having resources shipped along the same system as trade. Deeper territorial mechanics are definitely welcomed on my end.
 
I've been hoping we'd have tangible transportation of resources in some form for ages. Either "physical" stockpiles that can be protected or lost, or at least having resources shipped along the same system as trade. Deeper territorial mechanics are definitely welcomed on my end.

Eh...sounds like HOI4. I'm not saying HOI4 is a bad game, but I am saying that I never figured out how to play it.

64bit sounds like something that could really improve endgame performance! Hope this comes to the game at some point

Yeah, 2.2 ruined my performance and it has never recovered. Sure, it has improved somewhat since then, but my game is a lot more crash prone now.
 
I do! Having systems ship their resource output along the trade system would be AMAZING and add a TON more depth to how you build your empire and wage warefare. Getting part of your empire cut off from the rest would become a major concern.
Okay but then the game, and the player, has to keep track of two separate stockpiles for the new cut off from each other regions. Unless the resources from the area without the capital just disappear into nothingness because, oops, chokepoint taken.

As a relatively casual player, this sounds like an absolute nightmare to play with. Then consider what this means for enclaves and exclaves of territories, can you ship stuff from a colony to your capital if you don't control all the intervening systems? Putting aside the question of open or closed borders, what happens if I build an outpost in a system with a planet I then colonize, and don't built outposts in all the intervening systems right away. Does that colony contribute to the stockpile? Do I take some sort of penalty for not claiming the systems?

While in theory I agree that this kind of idea would add a lot to immersion, but for the sake of practically I want nothing to do with it.
 
While in theory I agree that this kind of idea would add a lot to immersion, but for the sake of practically I want nothing to do with it.
But it is the system that should naturally penalise large empires especially in wars on multiple fronts. Immersion is good, but the game benefits are much more tangible.

The stockpiles could be treated on somewhat expanded sector level. After all they already would have them.
 
That's fine for you- I still want tangible resources and logistics in Stellaris.

I think my bigger question is whether it would actually matter in play.

They’ve designed the current game pretty entirely around all-or-nothing battles. Between the reliance on choke points and the heavy static defenses, most every war I fight comes down to one big battle. You have maybe two or three border systems with the enemy, so you throw everything you’ve got at one and pretty much win or lose the war right there.

If Stellaris empires had the size of a HoI or EU nation, this might really work. As is, I’m not sure. By the time you’ve cut off a chunk of someone’s empire the war is probably over.
 
Or they could even tie it into planetary gameplay - number of clerks/administrators on a sector capital determines how far it can reach. Planets/Systems out of reach would cut some % of surplus resources they produce because you can't watch them good enough.
What about empires without clerks/administrators?
 
I really like what we will get here, especially easy way to get planet modifiers, that was always pain in the ass.
One question: Will we be able to expand or reduce our sectors manually?
 
I really wish I could setup my own sectors though, so I can decide the shape of a possible vassal I wish to release. :/
 
I do! Having systems ship their resource output along the trade system would be AMAZING and add a TON more depth to how you build your empire and wage warefare. Getting part of your empire cut off from the rest would become a major concern.

i normally just skim through the dev diaries, but I saw that your idea for all resources to be pushed from sector cap to empire cap is GOLDEN. should have all upvotes not downvotes imo. this would make war and development more entertaining.
 
There is lots of downvotes for a good reason : Not everyone wants industry simulator.
For me it depends on the implementation. If its 50 different resources to juggle along with trade routes, shipping lanes, taxation, etc then no that wouldn't be fun within the scope of Stellaris. Might be awesome for some other game though. Transport Tycoon Deluxe is after all a fantastic game! :)

But I think moving more of the stockpiles to sectors, assuming sectors work, and having them ship for example alloys from industrial worlds to sectors with a lot of shipyards could work. It would be a good opportunity for trade based warfare and diplomacy. And open up new playstyles.
 
Um, why not let us, the players, manually design our sectors to whatever we like, and let the AI use that "4-jump" rule? What if I want my sector capital to be a corner of the sector, why does it have to pull all nearby stars on the other side into the sector?

Also, I think governors should actively participate in politics of a republic/democracy type government. With a "Senate" or something reassigning governors via events (player can always change manually of course) and with their own voting blocks, or as provinces of a monarchy that present the emperor with tributes and demands and such.

And have the ability to command their own small fleets or maintain an army or such (manually given to them by the player), and then participate in civil wars by picking a side. Governors with ambitious traits deciding to launch a civil war to take over the nation and such.

Taking a leaf from the Imperator Rome governor/province system just for fun. :)
 
Re trade routes for resources, It depends on the intent.

If the intent is to model the economic challenges of supporting a huge fleet operating in enemy territory then this can be done more elegantly with tweaks to the upkeep model, *maybe* an introduction of a supply mechanism which is tied to your starbase infrastructure.

This would allow for strategies like cutting off supply, etc.

As it is, there is virtually no penalty on operating your deathball indefinitely in enemy territory.