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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.

---

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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This also isn't how sectors work since 2.2. If you give a sector 200 energy and 100 minerals it just has "300 resources", which it uses to build things.

How does it use them to build things, are "resources" interchangeable with both energy and minerals then?

How do sectors operate with strategic resources? (ie for advanced building upkeep etc)
 
What about redesign for when planetary designations are changed? For example, if I change a planetary designation from Generator World to Mining World, does the AI replace various buildings not fitting the new build designation? Or do I have to demolish those buildings myself to let the AI know it has free slots?

Also, will the AI replace buildings that I manually build on an automated colony? For example, if I manually build a Fortress on a Generator World, will the AI leave that building alone or replace it with whatever is in its build designation?
 
A good update but please allow me to give my honest opinion here. About sectors part specifically.

Please allow us to define and create the sectors we want in size too.

Perhaps tie max system jumps size to a few technologies that boost it (start at 4 and up to 20 for example).
Hell, tie sectors system size to different civics and technologies at the same time
Imagine a civics with a +100% sector size modifier and while the base max size changing with techs longterm for everyone in general

Also please let us add and remove system as desired. Give us the manual option even if the "auto" is on by default (by turning it off in the sectors panel)

I personally want to use sector system to organize myself and right now being forced to 4 system max jump will mean hundreds of sectors late game.
Not exactly thrilling and it means I wont use this feature

I actually like to personally manage all the planets but sectors were good for organization purpose.
At this moment looking into it its not a feature I will use that much if Im forcefully restricted in customizing my sectors how I want them.

Because instead it will be a sameless "heres 4 jumps of systems" multiplied by several times

Just my 2 credits :)
 
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I'm liking the overall looks of it, and welcome the incoming automation (especially so if we the players get control of what the automation actually means).

With regards to sector "size" (i.e. range from sector capital)... I know this idea might well get lost here on page 5... but... I'd really like to see it change with societal advances. Certain techs and/or traditions could increase the sector range, and especially the Imperial Administration AP should by itself increase the sector range by a good amount. Here's my reasoning: since sectors will serve mostly as a "governor energy upkeep tax" system for the time being, especially for a large empire, it would make sense that as an empire grows and advances, it's society learns how to better manage all that space (reduce the energy tax, like there are techs to improve empire sprawl). The IA AP should really be the pinnacle of that development for a wide empire, not a minor footnote for empires trying to stay below the admin capacity :(

Edit: gosh darn it, this is what I get for taking a bit longer to finish writing my post, it essentially gets ninja'd.
 
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I'm liking the overall looks of it, and welcome the incoming automation (especially so if we the players get control of what the automation actually means).

With regards to sector "size" (i.e. range from sector capital)... I know this idea might well get lost here on page 5... but... I'd really like to see it change with societal advances. Certain techs and/or traditions could increase the sector range, and especially the Imperial Administration AP should by itself increase the sector range by a good amount. Here's my reasoning: since sectors will serve mostly as a "governor energy upkeep tax" system for the time being, especially for a large empire, it would make sense that as an empire grows and advances, it's society learns how to better manage all that space (reduce the energy tax, like there are techs to improve empire sprawl). The IA AP should really be the pinnacle of that development for a wide empire, not a minor footnote for empires trying to stay below the admin capacity :(

Yes same as I replied just before you.
I fear this sector system will just be sameness 4systems multiplied by a lot of times. Its frankly not very good for organization purpose.

Rest of dev diary. The Non sector part is great news
 
Sounds good the only bit I have doubts over is the sector size. 4 jumps just isn't enough imo. I currently use a mod that makes it 6 and 5 (capital and other) jumps and this feels so much better.
 
There should be a minimum requirement for allowing a planetary designation. One for being able to chose it and one for being able to see it. That way you could have special hidden planetary designations as Easter eggs. Also the main ones should require at least 10% of your pops to work in the industry you want to boost.

f crime is high this will trigger a crisis that will build a Precinct House,
Would be nice if crime was fixed so it works differently so you don't always end up with either 100% or 0% crime.
 
"Tie faction to sectors somehow", personally i feel that not just factions and secros need to be tied together but somehow leaders and pops as well in different ways.

I could easily see leaders as having Faction Membership, and hiring them increasing the faction's support/happiness (and firing them upsetting the faction.)
It could create a situation like "I would like to recruit this admiral, but he's a xenophile I don't want the xenophiles getting more powerful, so I'll hire this one instead."
 
I'm liking the overall looks of it, and welcome the incoming automation (especially so if we the players get control of what the automation actually means).

With regards to sector "size" (i.e. range from sector capital)... I know this idea might well get lost here on page 5... but... I'd really like to see it change with societal advances. Certain techs and/or traditions could increase the sector range, and especially the Imperial Administration AP should by itself increase the sector range by a good amount. Here's my reasoning: since sectors will serve mostly as a "governor energy upkeep tax" system for the time being, especially for a large empire, it would make sense that as an empire grows and advances, it's society learns how to better manage all that space (reduce the energy tax, like there are techs to improve empire sprawl). The IA AP should really be the pinnacle of that development for a wide empire, not a minor footnote for empires trying to stay below the admin capacity :(

Edit: gosh darn it, this is what I get for taking a bit longer to finish writing my post, it essentially gets ninja'd.
You know, the Administration Civic might be good for that. +2 Sector Range
 
Asked this before, and I've gotta ask again now that the subject of sectors came up: Will we be able to rearrange the order in which planets, sectors, and fleets are listed in the outliner?
 
Yes! I can't wait for this soon enough! No more having to manually edit the savefiles because the sector-gore is driving me nuts!
 
This is a step in the right direction, but more is needed in order to sell the next DLC. Unemployed pops must automatically resettle, and there must be a way to remove the horrible MICRO that is juggling the 9 different types of resources.

Will sectors automatically make buildings that use and generate rare resources?
Can we set a desired resource balance for the sectors to move towards? This is required, otherwise we will have to Micro our sectors when they over/under produce.

Good effort, but you need to try harder. Stellaris needs to have its micro fixed or no one's going to buy the DLC you're working on.
 
Regarding Sector Jump Distance - I would like to propose a new galaxy start setup slider, allowing people to set the size of sectors at game start! This would allow some limited customization per playstyle, but keep that customization similar across all empires over a game.

I presume you can scale costs then based on jump/sector size