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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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After 3 years and i still enjoy playing STellaris like it is the first time !!! each game has a fascinating progression, a different outcome and multiple risks and dangers how you cant love such a game , and additional to that eevery bunch of weeks w got updates , improvements and DLCs !!! Stellaris yo ma gayme .


Totally agree. I started playing with 2.2, and I haven't touched another game since, 600+ hours played now. I start a new Stellaris campaign up as soon as I finish one. Really looking forward to the next DLC.
 
You must be new to the Paradox forums.

The original argument against sectors was because people wanted MORE micromanagement. People wanted TOTAL control of their empires. People wanted the option to COMPLETELY IGNORE sectors.

Victoria is a game these forums have been howling for YEARS. It is a game that is essentially an excel spreadsheet with graphics. Not even GOOD graphics. PERIOD-APPROPRIATE graphics. With little British-african pith helmets. As a DLC you could buy.

If there was a DLC sold that was "This DLC gives you the ability to manage each individual pop and what they do, how they reproduce, and what job they do, genetically modify them individually, and assign them to specific jobs by hand" that DLC might just be the top selling DLC Stellaris ever had.

I don't think this is an entirely fair representation. A major reason a lot of people, myself included, disliked sectors and wanted to be able to ignore them was that sector AI was objectively terrible and suboptimal. They did what the AI thought was best for the sector, not what you yourself wanted. There was no way to design a template for how I, the player, wanted my planet to look like. What we wanted (and still want from this update) was the ability to automate and let the AI handle things on our own terms, not the AIs.

A good comparison is the fleet command window we have now. As a veteran I'm sure you remember early Stellaris where, if you wanted to build a fleet, you had to go to each spaceport, queue up the ships you wanted one by one. You also had to keep track of which spaceports were good at which ships, as you had modules for faster local production of corvettes, for instance, so you wanted spaceports with those modules to build the corvettes.

Then, when the ships were built years later you had to manually gather them from the spaceports (as there was no way of setting a rally point), remember which ones were supposed to merge with which others, get them into the same system, merge them there, and THEN you'd have the fleet you wanted.

That system was a bloody nightmare. A mess of ridiculous unnecessary micromanagement.

And now we have the fleet command, where we can just set templates for the entire fleet, click a button and BAM, it automatically builds, gathers, and merges the entire fleet without us having to think about it. And most importantly, exactly to the player's specifications. The AI doesn't get to decide "Hmm, I think this fleet is too light on destroyers, I'll just add them myself."

That's what I want for planets too. The ability to design a template for a planet's development that the AI will just follow for the next few decades without me having to constantly check up on it, click a button every time there's overcrowding or unemployment. I just want the ability to say "This template is what I want from a generator world. This planet is now a generator world. Build it up like how I said a generator world should look like."

I don't think wanting the AI to not intervene unnecessarily by adding precincts you didn't ask for is 'wanting more micromanagement'. I don't want micromanagement. I just want to be able to manage by myself.
 
So, I assume, that your solution to sector "border gore" is to manually delete and remake sectors? While I can live with that, I can't help but wonder: where will their stockpile go?

Also, did anyone actually thought about economic implications of turning energy and minerals into "resource" at 1:1 ratio, completely disregarding galactic market prices?
 
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.

In regards to this you could make a designation system for sectors. In addition the designations could be affected by things like sector population or a lack of a sector could make a system considered "frontier space". By having pops tie in with sectors you could also affect factions and if a certain faction has more than a certain percent of pops in a sector it could gain control/influence over the sector. with this you could introduce more internal politics including events when a faction that is either happy with you or angry with you gains control over a sector possibly leading to making you make a vassal, cause a civil war, make you release them completely, or giving unique bonuses. The designation of sectors and faction control could allow for unique interplay with leaders and even the ruler based on the faction they belong to. such as if a faction/sector starts a civil war then leaders in their faction have a chance to defect with or without the fleet
 
@grekulf Any chance we are going to see an option to have more manual control over job assignments?

Right now is feels like I'm constantly battling the assignment system trying to match the right pops to the right jobs, which sucks the fun out of pop management and undermines the point of things like genemodding.
 
Awesome!
But really for sectors to be useful, micromanaging should not be the only option. But it kinda is as of right now, at least in my experience.

First half in-game century I micro as hell to get as many colonies as I'm able to, then to make them normal worlds to disable colony pop growth huge 50% malus. And while I'm doing so, there's constantly unemployment somewhere and a deficit of energy or consumer goods.

It happens because I don't get enough building slots, and I don't use them efficiently without quite numerous techs for resource exploit/manufacturing/utilization that are hard to acquire fast enough even with tech rush strategy.

I feel that the best solution might be to shrink the number of said techs, for example exploitation and manufacturing could be in the same tech, or utilization. 9 tech to get my midgame economy running is quite too much.
 
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I like that the governor portrait now sits on the planet. Its nice to be able to see portraits in more prominent positions now that pop jobs are buried a bit.

Now I just hope you will someday put the planet tile graphic beneath buildings again rather than that sad and lonely green grid. See how nice it could look:

Buildings and Features Mockup.png


(this is not suggesting a reversion to tiles. Just a a graphic tweak so that features and deposit art is less buried in menus)
 
I am not sure if auto-upgrading is a good thing, since the special ressources are too valuable.
I mean, special resources are also really easy to make a lot of.
 
Sounds like Stellaris is going places :)

Could you add a "designate core world" button that allows for worlds to never be put in a sector?

I always liked the idea of having a couple of worlds that are "yours".
 
I like that the governor portrait now sits on the planet. Its nice to be able to see portraits in more prominent positions now that pop jobs are buried a bit.

Now I just hope you will someday put the planet tile graphic beneath buildings again rather than that sad and lonely green grid. See how nice it could look:

View attachment 479204

(this is not suggesting a reversion to tiles. Just a a graphic tweak so that features and deposit art is less buried in menus)
Yes please. @grekulf said in an interview posted today about bringing in cooler UI, this would definitely fit that!!
 
Sounds like Stellaris is going places :)

Could you add a "designate core world" button that allows for worlds to never be put in a sector?

I always liked the idea of having a couple of worlds that are "yours".
I think on a previous dev diary he mentioned this is sort of the default, that your empire capitol also functions as the 'core world sector capitol'.
 
Sounds great. One question: it looks like we are seeing some archaeology icons. We already have so many icons with starbases, megastructures, wormholes, gateways, and L-gates, it can already be difficult to find wormholes or whatever you might be looking for. Is there any chance you could color code them for clarity? I realize there is a mod for that, but it doesn't seem like an unreasonable vanilla request, especially with archaeology giving us more symbols to visually scan.

You have to be careful when it comes to color coding things. There are several forms of color blindness that make color coordination rather tricky to do if you don't want to completely screw over the color blind. For example, as someone with a strong red-green color deficiency, I can't distinguish most shades of red or green apart from each other, they all look the same. Since red is a primary color and green is a secondary color, this makes all sorts of colors that are neither red nor green look greyed/bleached to me.

Policies and edicts per sector please.

Capacity Overload already costs a base of 300 influence. I don't want to spend my entire stockpile of influence just to boost 3 sectors. Entirely new edicts/policies designed specifically for sectors isn't a bad idea though. Perhaps we will see something like that in the future.

The original argument against sectors was because people wanted MORE micromanagement. People wanted TOTAL control of their empires. People wanted the option to COMPLETELY IGNORE sectors.

I still ignore sectors.

I don't think this is an entirely fair representation. A major reason a lot of people, myself included, disliked sectors and wanted to be able to ignore them was that sector AI was objectively terrible and suboptimal. They did what the AI thought was best for the sector, not what you yourself wanted. There was no way to design a template for how I, the player, wanted my planet to look like. What we wanted (and still want from this update) was the ability to automate and let the AI handle things on our own terms, not the AIs.

A good comparison is the fleet command window we have now. As a veteran I'm sure you remember early Stellaris where, if you wanted to build a fleet, you had to go to each spaceport, queue up the ships you wanted one by one. You also had to keep track of which spaceports were good at which ships, as you had modules for faster local production of corvettes, for instance, so you wanted spaceports with those modules to build the corvettes.

Then, when the ships were built years later you had to manually gather them from the spaceports (as there was no way of setting a rally point), remember which ones were supposed to merge with which others, get them into the same system, merge them there, and THEN you'd have the fleet you wanted.

That system was a bloody nightmare. A mess of ridiculous unnecessary micromanagement.

And now we have the fleet command, where we can just set templates for the entire fleet, click a button and BAM, it automatically builds, gathers, and merges the entire fleet without us having to think about it. And most importantly, exactly to the player's specifications. The AI doesn't get to decide "Hmm, I think this fleet is too light on destroyers, I'll just add them myself."

That's what I want for planets too. The ability to design a template for a planet's development that the AI will just follow for the next few decades without me having to constantly check up on it, click a button every time there's overcrowding or unemployment. I just want the ability to say "This template is what I want from a generator world. This planet is now a generator world. Build it up like how I said a generator world should look like."

I don't think wanting the AI to not intervene unnecessarily by adding precincts you didn't ask for is 'wanting more micromanagement'. I don't want micromanagement. I just want to be able to manage by myself.

This. This is exactly why I hate sectors. They have only ever created even more work for me, not less. I don't care if the sector AI can build stuff on its own when I will have to replace everything it built because the sector decided to build all the things I didn't want it to build. I'm hopeful that the next update or two will make me change my mind, but I won't know until we get there.

I like that the governor portrait now sits on the planet. Its nice to be able to see portraits in more prominent positions now that pop jobs are buried a bit.

Now I just hope you will someday put the planet tile graphic beneath buildings again rather than that sad and lonely green grid. See how nice it could look:

View attachment 479204

(this is not suggesting a reversion to tiles. Just a a graphic tweak so that features and deposit art is less buried in menus)

Wow, that looks much nicer! It really does show off the work the art designers put into the deposit portraits, and I'm all for that. How many times have you opened up the deposit view to admire the artwork instead of to clear blockers?

I think on a previous dev diary he mentioned this is sort of the default, that your empire capitol also functions as the 'core world sector capitol'.

I think they mean that they want the ability to designate a planet as a core world outside the sector range of the core sector, but this sounds better suited for the "Frontier Sector" system in the works or something that a tech/tradition/policy/civic that boosts your sector range should do.
 
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.

Wouldn't the inherent cost be the fact that your now going to have to rip up all the old buildings yourself to start things rolling for the new designation?