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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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  • 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

I'm a bit dissapointed these changes are being pushed further into the future. However I'm also very glad for designations nad sectors rework, it looks promising.
 
Edit: Great work so far, I love it. Two suggestions though:

Designations
How about not just adding a positive modifier for designations, but also a (small) negative one? E.g. on a generator world it is quicker and cheaper to build generators and maybe they are a bit more efficient, but it's more expensive and less efficient to build farms/mines.

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.

How about tying that to civics? E.g. an expansionist, wide empire gets +1/+2 sector range, a tall empire/megacorp -1/no sectors at all?
 
Requires a lot of player input to be optimal.
Everything will always require a lot of player input to be optimal. Short of Paradox inventing human-equivalent AI, this will not change.
 
So, Sectors will now only help with automation (which is handled at the planet level, which makes sense)? There will be only planet specializations, not sector specialisations which further gameplay implications?

For example, a sector that is bordering hyperlanes leading into the systems of an hostile or unfriendly empire could turn into a 'border sector', with higher ethics attraction for xenophobe and militarist. Sectors with diverging ethics and unhappy pops could revolt and create a rebel empire..
 
For example, a sector that is bordering hyperlanes leading into the systems of an hostile or unfriendly empire could turn into a 'border sector', with higher ethics attraction for xenophobe and militarist. Sectors with diverging ethics and unhappy pops could revolt and create a rebel empire..

Let's not make a horrible faction system even worse.
 
IMHO everything is good but the automated creation of sectors just by selecting a capital.
I would stay with the old creation system to define the sector, making mandatory the selection of a sector capital and keeping the resources magement.
 
Oh gosh the new sector stuff looks amazing. I'm super looking forward to it! Being able to control them will make them much more usable.

Does this also mean we can leave planets out of sectors entirely, should we want to? No more automatic sector generation?

Yes. They will be in "frontier space", but can still be automated if you wish so. No governor tho.
 
There were plans about making galaxy little more alive by i.e adding visual effect to trade routes - some ships flying there and there etc.

Are those plans are still considered?
 
What happens to the resources in a sector's pool (not the shared pool) if we delete a sector? Do we lose those resources, or a fraction of them, or do they go into the shared pool? Also, this looks great!!!
 
Everything will always require a lot of player input to be optimal. Short of Paradox inventing human-equivalent AI, this will not change.

In 2096 Stellaris IX is released. It immediately becomes sentient. In panic the devs try to pull the plug but the game has had way too many ideas fed into it...
 
now you just need to automate the pop growth so the right species with best trait fills the correct jobs for slaver empires to get rid of that micro nightmare
 
I like the look of this sector stuff, though I have a couple questions and concerns. My main question is: Is this automatic build order set in stone depending on planet designation, or can the player design themselves what they want a generator world or a research world to look like? Depending on my government type, civics, ethos, goals etc that might vary a lot and won't always match a standard template.

Otherwise I like the idea of the shared resource pool, being able to set aside resources for construction on a more continuous basis (not so much the local sector pool, I don't really like having to include each type of resource producing planet in one sector in order to be able to build there. What if there just happen to be a bunch of good generator worlds but no mining worlds out there? Would it a local pool containing nothing but energy then?).

But I do wonder how resources that are not EC or minerals play into this. I have baaaaad memories of early Stellaris with its strategic resources that had to be consumed by the sector that produced them. If I can only dump EC and minerals into the shared resource pool, how do exotic gases/volatile motes/crystals/alloys work there if I want to build advanced buildings that need them? If sectors get local pools again instead of drawing upkeep from the global stock, does that mean they need to be self-sufficient on everything, from EC to minerals to rare resources? And if a sector isn't self-sufficient, does that add micromanagement as I need to dump those resources myself into their local pool every now and then?
 
(1) I'm afraid that the building queue automated this way would break the whole Criminal Corporation mechanism - whenever they would try to expand, automatically criminal levels would cause to increase amount of police.
Wouldn't it cause Criminal Syndicate to decay over time, when "normal" corporations would take over planets ones owned by syndicate?

(2) Would we be able to use the building queue from the sector level? So on the sector level we would add buildings to be built in this sector.

Glad to see those changes though.
 
In regards to ideas for Frontier Space, I think there should be mechanics in place to make you want to go to sectors sooner or later. Nothing like system admin cap from before, but something like colonized planets have higher crime and systems are more vulnerable to piracy.

At the same time, I kinda want to see some bonuses to leaving them as frontier, at least for a while. Maybe they get a larger migration pull while they are an outpost, or chances for events about wildcat mining operations revealing new space-based resources.
 
It's incredible how small tweaks can improve the game so much. Haven't played this yet obviously, but this read like a list of my top ten wishes for QOL.

So happy to see the automated mining ships being considered too.

Is there any chance we might see naval missions being a thing as well. I'd like to give fleets over to the AI for mundane tasks like picking off pirates. I know I can create patrols, but having them assigned to sectors may make it easier.

Also, could you consider adding a trade bonus for sector capitals and have other mechanics that make those particular planets stand out. Really like the idea of assigning special planets as hub worlds.
 
Far less than it should. And the push should really start as you approach homelessness and unemployment, not after it’s a problem.

Something controllable by policy would be good. On the one hand a player could choose a policy that reduces pop growth/promotes decline dependent on available housing. This makes more stable planets with growth curving towards zero as housing is filled.

The other extreme for the policy would be to have no effect, allowing for planets with a stability hit that act as breeding grounds to significantly boost growth elsewhere.