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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 have serious doubts about the automatic override to build precincts if there's crime as well. I never build precincts because crime is pretty much always a sign of some other problem like joblessness, overcrowding, too many slaves, etc, and just solving those root problems is pretty much always more efficient than building precincts. I just want to be alerted of the issue so I can take a look and solve it myself (or just let me set those build templates so I can exclude precincts and design a template that won't have crime in the first place).

I also don't trust the AI to handle that correctly. Just recently in 2.2.6 the AI was paranoid about crime and would devote its first three build slots all to precincts. Leading them to have a massive resource deficit because they didn;t have productive buildings AND being nearly impossible to invade early game because they'd have like 600 strength defense armies on a 10 pop world from all the police. Please keep this in mind. Such hard rules leading to the AI intervening automatically despite what the player wants is often counterproductive
 
It seems to me that being able to change the designation of a planet at will with no cost a bit odd. I'd suggest making the initial designation free, but after that it should have an influence cost, with a cooldown on how often it can be changed.

Its just a designation. Why would it cost anything?
 
Yes but the pops don’t actually move because there is no automatic resettling in the game anymore.

I wonder if this has something to do with the MASSIVE problems I have had with overcrowding on planets with different species than just my own-> unemployment -> crime that is practically impossible to fight against. The only solution seems to be purge, but I keep thinking there should be SOME way to make species co-exist peacefully? The effects are so severe I keep thinking I must be missing something or doing something wrong. I don't want to be genocidal dictator but it seems like the game is forcing me into that.

And the game didn't exactly explain the purge to me until I found out about it from the forums and wiki...
 
One step to right direction, and the hype train is going to start again.
I hope that this new patches (update) will be tested carefuly, because automation, planet designation will totaly overhaul the current AI in the game.
 
I would love to be able to have faction/ethics leanings in sectors. Perhaps neighboring empires can have slight influence? A "tau on fringe Imp colonies" type situation? Could bring about civil wars as a mid game crisis? And have sectors feel more animus towards you the further away from the capital sector is? Could lean into the eventual diplomacy/espionage dlc in the future?
 
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.

Oh wow, I would love if factions could be tied to sectors! A budding civil war could be great, add even more to the feel of a living empire
 
I play with 0.25x habitable planets and 4 jumps for a sector means 1 planet sectors. Shouldn't the max jumps be something that scales with the number of planets on the settings?
 
Its just a designation. Why would it cost anything?
Set a planet to a Generator World. Build a speed-boosted Generator District. Swap it over to a Minign World, then build a speed-boosted Mining District, etc.
 
I wonder if this has something to do with the MASSIVE problems I have had with overcrowding on planets with different species than just my own-> unemployment -> crime that is practically impossible to fight against. The only solution seems to be purge, but I keep thinking there should be SOME way to make species co-exist peacefully? The effects are so severe I keep thinking I must be missing something or doing something wrong.
For current version, if you are bio empire, pops auto halted when you have overcrowded planet, if you are machine, you can manualy halt pop growth.
The second solution is migration, but it must be in another patches.
 
Did I read that right? We can now click on the flag of a system in galaxy map and it opens the planet widow directly so we dont have to go into system view every time?
I love you.

Also, unsure if I got this correct, but now all sectors share a single stockpile rather than each having one?
 
Holy shit this looks so good, this is exactly the thing I was hoping the game will get, finally playing wide will be pleasant. The only bad thing is "These changes will not be coming in the upcoming update, but rather in the future." :( I really wished these features to come in the next update but oh well I guess more patience is needed.
One minor critique please keep separated the "Shared stockpile" it's kinda confusing being only one number, it will be good to know exactly how much crystals and energy the sector have so you can adjust. Showing just "600" can be 599 energy and 1 mineral which is not that helpful.
Also I'm really looking forward for this "Rework Governor traits to be more widely applicable" it's about time the traits of the leaders to be expanded and improved, this is definitely the best patch for it.
I know I'm getting ahead of myself but it will be really cool if you guys mix together the faction systems and the leaders and in general the "internal struggles" of your empire so the politics will be important.
Great news guys, thank you !
 
How will automation handle special resources? I.e not making upgrades that will put you in a deficit of exotic gases or w/e?
 
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?).

Perhaps you haven't played in a while, but you are thinking of how pre-2.2 sectors worked. Since 2.2 sectors do not have a self-contained economy, all produced resources go to the empire stockpile and automatic sector building depends on the empire giving the sector back some of those resources.
 
How will automation handle special resources? I.e not making upgrades that will put you in a deficit of exotic gases or w/e?
I imagine the same way it handles putting you into an Energy Credit deficit with upkeep - it doesn't care, and it's your job to make sure it has enough.
 
One minor critique please keep separated the "Shared stockpile" it's kinda confusing being only one number, it will be good to know exactly how much crystals and energy the sector have so you can adjust. Showing just "600" can be 599 energy and 1 mineral which is not that helpful.

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.
 
This also isn't how sectors work since 2.2. If you give a sector 200 energy and 100 minerals i just has "300 resources", which it uses to build things.
Wait what ? This is the first time hearing about this. So if I feed the sectors only energy they can still build buildings who cost minerals ? Are the prices in "resources" for these buildings different than the normal one you pay then ?
 
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.

Wait, do sectors build things with a magical new currency called "resources", or are the energy and minerals tracked in the background?
 
I am very excited for this. Lots of interesting mechanics can be tied to this, making frontier sectors have more social drift then designated sectors, maybe even having traits/civics/techs that increase/decrease sector range. (I'm thinking a trait that increases your home sector at the cost of shrinking other sectors, or a downside that shrinks your sectors by one, representing a lack of galactic reach.
 
Are there any long term plans for tying sectors into internal politics? Like having sectors trend towards autonomy and having ambitious governors accelerate that? Maybe having different levels of autonomy and rights for sectors depending on your political system